Sat, 17 May 2014 18:08:54 GMT
Tags:gamedev unity
I have successfully replaced ALL of my initial fumblings with velocity and rotation with their appropriate physical replacements, AddRelativeForce and AddRelativeTorque.

For demonstration purposes I left values intentionally high - you can see how the boat responds to changes of direction, preserving inertia and all that jazz. It's pretty slick! I now make no direct references to direction or speed at all - just tweak the forces applied and report on the results.

Unity also makes it easy to access variables while the game is running, so I'll be messing with the exact values for drag, angular drag and force applied to make the boat feel like an actual boat.

Next, some other random entities on the ocean. After that, torpedoes.

Then I can start brainstorming the boat UI. At some point I'll have to switch the controls so you can't turn or accelerate directly - instead you'll set speeds and headings and your crew will do the rest. IF THEY CAN. :D
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