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  1. #1
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    Basic Maritime routes Blender Game Engine. sail downloads

    Downloads and site withdrawn!
    Last edited by barrymaritime; 23-Jul-17 at 05:05.



  2. #2
    From what I have read this looks interesting, but I can't take that much data at once. Could you explain your goal in a few sentences ?



  3. #3
    Sounds good Barry but lots of people here are very visual minded. It would help if you could post some pictures or even some youtube videos of gameplay.
    "Wall of text" type posts don't get read, because a lot of people access this site on their phones and usually don't have time to read a novel length update about a game with no pictures.

    If you have some important information about the game it's best to put in a text file and pack it with the game.

    Also, Blender artists is a great place to get feedback about your game, but interest is mostly limited to technical and game development concerns. To get feedback about more specialist aspects of your game (the maritime element) it's a good idea to post elsewhere. Reddit is a good place to find communities devoted to things like that.

    Heres a sub-reddit devoted to simulation gaming;
    https://m.reddit.com/r/SimulationGaming/

    For publishing you could try somewhere like Gamejolt which has good support for tracking number of dowloads, posting news and updates and other media to help hook people on your game.
    Last edited by Smoking_mirror; 19-Sep-16 at 04:48.



  4. #4
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    Originally Posted by Smoking_mirror View Post
    Sounds good Barry but lots of people here are very visual minded. It would help if you could post some pictures or even some youtube videos of gameplay.
    "Wall of text" type posts don't get read, because a lot of people access this site on their phones and usually don't have time to read a novel length update about a game with no pictures.

    If you have some important information about the game it's best to put in a text file and pack it with the game.

    Also, Blender artists is a great place to get feedback about your game, but interest is mostly limited to technical and game development concerns. To get feedback about more specialist aspects of your game (the maritime element) it's a good idea to post elsewhere. Reddit is a good place to find communities devoted to things like that.

    Heres a sub-reddit devoted to simulation gaming;
    https://m.reddit.com/r/SimulationGaming/

    For publishing you could try somewhere like Gamejolt which has good support for tracking number of dowloads, posting news and updates and other media to help hook people on your game.


    Thanks



    Barry
    Last edited by barrymaritime; 21-Oct-16 at 13:49.



  5. #5
    So, I got home and had some time to load up blender and download one of the Blends (Solway-Firth)...

    Here's my feedback from a game development point of view:

    I quite like this actually. I think it would make a great interactive exhibit in a museum.
    The boats look beautiful, especially at that scale. I'm working on and off on a tank sim with a similar scale of models so I can appreciate the style.

    The landscape is a little lacking though. It would be a good idea to have a look at using a sky/ocean shader to improve the look of the water and sky. That's a very important aspect of the game, you can always see those things so they should be as good as possible. If you search on this site for "water shader" you can find some good ones, I even made a simple low resources one myself for people with fairly weak graphics cards.

    For the ground, you could look in to "texture splatting" though that requires nodes to get it to work well. Another way is to use stencils and small, tiled ground textures.

    The camera is a weak point I think. Ideally the camera should be able to be "attached" to the boat you're sailing, so it can orbit it. The you could switch modes and fly off to look around the map.

    Does wind play a part in the simulation? If so it would be a good idea to include a wind gauge on screen.
    If you haven't integrated wind in to the sim it wouldn't be too hard, though it would require some python to get it working.
    If you included wind, it would also be an idea to include tides and currents, as I'm sure they would play a part in navigating rivers.

    If you're interested I could probably code a simple wind/currents simulation. I expect it would require the ability to angle the sail, as well as raise and lower it. You'd also need an anchor to stop...

    For anyone else interested in the sim, here's a quick screenshot to show the environment:
    whitehaven.jpg



  6. #6
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    I am closing my site so any links will be invalid
    Last edited by barrymaritime; 05-Jul-17 at 12:26.



  7. #7
    Well, I don't think the choice of engine matters that much for simulations.
    You can choose any engine and then make the sim. Then publish it as a stand alone .exe file.
    Anyone can run the sim then.

    I really think if people are going to be enjoying the sim for 6 hours you need some interesting scenery, this is very possible with BGE, here's some terrain I made for a game based on a similar scale.

    Best of luck!
    John.



  8. #8
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    Originally Posted by Smoking_mirror View Post
    Well, I don't think the choice of engine matters that much for simulations.
    You can choose any engine and then make the sim. Then publish it as a stand alone .exe file.
    Anyone can run the sim then.

    I really think if people are going to be enjoying the sim for 6 hours you need some interesting scenery, this is very possible with BGE, here's some terrain I made for a game based on a similar scale.

    Best of luck!
    John.
    Hello John what size terrain did you make. The Limit seems to be 20 km. I have made 50km but over 10,000 meters from centre vertices fly back if typed in values. I used G/Z/-7 (meters) which seemed to work but makes it more difficult as cumulative as won't ovvewrite so back to 20 km. max. Need to lower terrain to create the rivers etc.
    I think 50-60 meg for online downloads will be enough for broadband width so will limit to 6 or 8 routes.

    I have changed the routes for download. Perhaps try the mersey 1800 route or the tidal river Alt. These include trees etc and sparse grass texture on river Alt. Conway castle route just used merged colours from 3DEM which makes reasonable mountainous area.
    With maritime routes it is hard to know what will work OK. The sea is already animated to rise and fall a meter to simulate wave swell as a 20 km sheet, and the river alt is a tidal route staring from maximum rate of tide for 3 hours anaimation and rising about 4 meters. 10 meter tidal rise on river Mersey real life.

    With many people using tablet computers I have no idea if my routes would even load on them?
    I noticed you used more exotic trees but maybe best to for me to use the criss/cross trees to save on frame rates and there are probably 100s in the mersey routes. Criss crossed, duplicated then fliipped back to back rather double sided texture.
    I will put on the 1837 mersey route to complete the new routes on-line for download. 3 miles of main docks and working locks at Ellesmere barge dock, based on real life dock layouts of the past ages. Still needs the start of Leeds to Liverpool canal behind main docks adding. Maybe remove the Ribble and Wyre Routes as need to work on them.

    Barry
    Last edited by barrymaritime; 20-Sep-16 at 06:22.



  9. #9
    Hi Barry, it looks great.
    I checked out the Liverpool docks, lots of detail there.

    I think some of the ship textures weren't packed, because it showed up all pink. But since they mostly use the same texture sheet it wasn't hard to replace them on my copy.

    In the past when I've made a sim or game based on a large area (the biggest i did was 10x10km) I scaled everything down by a certain factor. Blender does have a problem with objects which are too far away from the origin, or too large, and it also requires a long clipping distance on the camera, which can cause issues like z fighting (where blender can't decide which poly to render on top, so they flicker back and forth between two). I found reducing the scale to some thing like 1:50 was enough to fix most of my problems. You have to remember to scale everything though, including speeds and mass if you're using blender physics.



  10. #10
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    Originally Posted by Smoking_mirror View Post
    Hi Barry, it looks great.
    I checked out the Liverpool docks, lots of detail there.

    I think some of the ship textures weren't packed, because it showed up all pink. But since they mostly use the same texture sheet it wasn't hard to replace them on my copy.

    In the past when I've made a sim or game based on a large area (the biggest i did was 10x10km) I scaled everything down by a certain factor. Blender does have a problem with objects which are too far away from the origin, or too large, and it also requires a long clipping distance on the camera, which can cause issues like z fighting (where blender can't decide which poly to render on top, so they flicker back and forth between two). I found reducing the scale to some thing like 1:50 was enough to fix most of my problems. You have to remember to scale everything though, including speeds and mass if you're using blender physics.
    Thanks for letting me know and appreciate it.
    I altered all the textures back from a single folder and now keeping each folder with its own textures.
    Also I use copy and paste so only made one of each type of ship and pasted it into 26 routes, same with roaming camera, tidal water. animated water and so on.
    Trouble is then the ship still reades the texture from another folder and have to remake the links.
    if anything else doesn't show textures, appreciate if mentioned. My version shows
    everything as normal. Will start checking through the textures and update them online.

    If anybody wants to experimemt copy and paste seems to work fine for most things from route to route using windows 7.
    Even the whole docks copies and pasted with a bit of 'juggling'

    Many Thanks

    Barry
    Last edited by barrymaritime; 20-Sep-16 at 14:46.



  11. #11
    Member BluePrintRandom's Avatar
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    everything you need is here,

    people are watching, and your models are nice and have quite a bit of detail,
    I think many just don't know what to comment, as this is not the type of game many people play.

    with the martinish water shader+ a nice sky shader and some optimisation you could have something great.

    also... maybe think about a pirate game
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  12. #12
    Member BluePrintRandom's Avatar
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    this is martinish ocean shader (or an early version)
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  13. #13
    Member BluePrintRandom's Avatar
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    upbge just added support for soft particles, making smoke much easier to achieve and also instancing makes it faster
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  14. #14
    Originally Posted by BluePrintRandom View Post
    everything you need is here,

    people are watching, and your models are nice and have quite a bit of detail,
    I think many just don't know what to comment, as this is not the type of game many people play.

    with the martinish water shader+ a nice sky shader and some optimisation you could have something great.

    also... maybe think about a pirate game
    Well this isn't really a game at all. It's a simulation. There's a market for programs like this, people enjoy recreating acurate historical sites and experiences both for their own pleasure and for educational purposes.
    Game play therefore isn't an issue, but graphics could be...



  15. #15
    How do i try it? looked in the website but didnt find any download link



  16. #16
    Downloading now!



  17. #17
    Member juancarlosgzrz's Avatar
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    Originally Posted by BluePrintRandom View Post

    this is martinish ocean shader (or an early version)

    Why always has to be BGE? Unreal Engine, Unity, etc. Are already bug free, high optimized suites for game creation.



  18. #18
    Member BluePrintRandom's Avatar
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    We are in a bge subthread,

    Ue4 has its own forums, the is bge land.


    I believe that FOSS can overcome greed.

    1 coder in love is worth 30 collecting a paycheck btw.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  19. #19
    Originally Posted by Smoking_mirror View Post
    Well, I don't think the choice of engine matters that much for simulations.
    You can choose any engine and then make the sim. Then publish it as a stand alone .exe file.
    Anyone can run the sim then.

    I really think if people are going to be enjoying the sim for 6 hours you need some interesting scenery, this is very possible with BGE, here's some terrain I made for a game based on a similar scale.

    Best of luck!
    John.
    I agree with you that "if people are going to be enjoying the sim for 6 hours you need some interesting scenery". That will refresh the mind a lot



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