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Old 02-28-24, 03:06 PM   #17
EAST
Sparky
 
Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
date DEVLog 2-28-2024

Registration, Login, Logout all working on the network version
Player Positions are synchronizing properly with the server

Good looking ocean working - not doing big waves like Enigma, but not flat like IW either.
Have got a good "floating grid" for the player ocean over a "big ocean" algo.

Basic terrain working for islands and continental barriers. Right now trying out some pretty clever techniques for having a truly huge world while keeping resolution for the player AND not having 4 million texture files and database entries. A pretty cool idea I've been studying is using a texture for global reference to a regional texture that stores the reference to a 10km Section texture with 9 references to the local heightmap and 15 references to the next nearest outside local heightmaps. The interesting part is only loading max 3 local heighmaps at at time and only displacing and rendering the player floating grid! In case you can't tell, pretty excited about this.

First stage is a single reference grid (24 ids) and 9 local grid textures. It's still gives around 4km of visibility and 20km of movement. Hoping to get this working well so I can move out to the next level of references. NOTE: I only need local terrain blocks where there is undersea or above water terrain.

This week I've also been implementing the "Room/Station" components for ship and sub configuration. This will let me expand capabilities (ie sim features...) in the future: Engineering & "Steering" done, Bridge partially

Deep Six - Iron Woves Revisited
Deep Six is and online Naval Combat based game - the spiritual ancestor of Iron Wolves and Enigma
  • Features
    • Giant World
    • Dynamic beautiful ocean
    • Islands that can be discovered
    • Submarines, Combat Ships, Combat Supply, General Delivery
    • Manable weapons for manual firing
    • Real world style detection and "location" sharing
  • Future?
  • State Machines
  • Vessel & Weapon Stations
    • Bridge
    • Engineering
    • Steering
    • Dive
    • Navigation
    • Sonar
    • Communications
    • Weapons
  • Rollout Stages
    • MVP
    • IW Level Setup
    • BETA Product
    • RELEASE
  • Gameplay
    • Command Subs, Ships and Shore Emplacements
    • Automated or Piloted ships - Players can build AI-able fleets for dispersal and use.
    • Central Port for each Faction with berthing, registry for ships (store!) etc.
  • DEVLOG
  • 2023
    • Sat, Oct 21, 2023
    • Fri, Oct 27, 2023
    • Tue, Oct 31, 2023
    • Fri, Nov 3, 2023
    • Mon, Nov 20, 2023
    • Thu, Nov 30, 2023
    • Sat, Dec 2, 2023
    • Wed, Dec 13, 2023
  • 2024
    • Sun, Jan 7
    • Sun, Jan 14
    • Sun, Jan 21
    • Fri, Feb 2
    • Wed, Feb 28
  • TODO Wed, Feb 28
    • NEXT STEPS: In Game #todo #C
    • NEXT STEPS : Multiplayer #todo #A
    • NEXT STEPS: Registration, Login & Lobby #todo #B
    • NEXT STEPS: Camera Rigging #todo #D
  • Design Points
  • Old REFERENCE DESIGN
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ENIGMA R.I.P.
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