Tuesday, 17 April 2018

Sail Ho!


back in the old days, i harboured an ambition to become a multiplayer developer and game sysop. i was pretty good at it actually. my home server was always stuffed. but you know, these things take fat wallets and a room full of people to do properly. so i kept it at the "purely for personal amusement" level.

a couple of years back, i stupidly opened my 3D modelling tools again. i was interested in the advances made in cloth physics and character modelling. then it was "it would be great to see these things bobbing about on a convincing ocean".

next thing you know, i am reading up on how to implement euler angles, archimedes (his laws of buoyancy), atmospheric scattering, changable windspeed and direction, procedural generation of island biomes and strato-cumulaic cloud densities. so... i can now calculate trajectories, vectors and velocities in 3D space. and transpose that into 2D coordinates, should the need ever arise. (stumbled with quaternion maths 12 years ago).

it's been fun learning to wear all the different hats necessary to design a naval game from start to finish, but my chances of releasing this as a commercial venture are a roundabout zero. no worries. the thing i'm the most proud of..... is that it runs fine on my cheapass chinese laptop.


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