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Moveable Boat


Ishtvan

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I can't find the thread where the moveable boat was discussed, I think it was buried in some other thread.

 

Anyway, I took a look at this, and a few things come to light:

 

1. The current water was set up with unrealistic D3 masses. This water makes an oil drum with a mass of 230 kg (!) float. Things with realistic masses/densities therefore float like a mofo, hence the bouncing of the boat that you're seeing. We'll definitely have to re-tweak the density and viscosity of the water. Might as well use a realistic density (in kg/doom unit^3).

 

2. Some energy seems to be entering the system when something is floating in water. It could be just instability due to the huge bouyancy force of realistical-mass objects, but it could be a deeper problem as in things are not damping out as they should when floating.

 

3. On the moveable boat entity settings:

 

- "bouncyness" was set high. This represents the elasticity of the object, how much energy it loses in collisions (lower number means it loses more energy). For some reason D3 items set this rather high, ~0.2 maybe to emphasize things bouncing around so the player would say "OMG Physics!!" But in reality most things don't bounce around like a rubber superball. I've been using a bouncyness of around 0.02 for most objects. This compounded the problem with the water bouyancy.

 

- air friction shouldn't be that high. If it was done to fix the water problem, it's better to fix the water friction in the water, not by adding huge air friction on the boat. If you were to see the boat fall thru the air, it doesn't look believable. :)

 

- once water density/viscosity is tweaked to be more realistic, we can set the mass back to something more realistic for that boat (however much you think it would weigh IRL, 500 lbs to 1 ton?)

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It may be a better idea to use an AF for this as then you could have an inside to the boat rather then having it a platform. With the AF you can just put bones on each side to act as the collision for the walls of the boat and have the constraints set to really high.

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For some reason D3 items set this rather high, ~0.2 maybe to emphasize things bouncing around so the player would say "OMG Physics!!" But in reality most things don't bounce around like a rubber superball. I've been using a bouncyness of around 0.02 for most objects.

Yes, that's the thing that I have no freaking idea what numbers would be OK for what type of material.

 

air friction was left such high after I noticed no impact at all. Those values are actually not the best I found but just left as they were when I ended experimenting. As I said - physics is not my strong side and I felt like I was wasting my time, so I gave up. I'd be happy if somebody else finishes that moveable boat declaration.

 

But if you need diffrent collision model, I can make it, no problem. Just give me suggestions to the shape.

 

 

It may be a better idea to use an AF for this as then you could have an inside to the boat rather then having it a platform. With the AF you can just put bones on each side to act as the collision for the walls of the boat and have the constraints set to really high.

Well, feel free to try it but real boat is basically impossible in nowadays game engines, anyway - it wouldn't move the water out from underneath the boat. So, whatever we think up will have to be fake anyway.

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Yes, that's the thing that I have no freaking idea what numbers would be OK for what type of material.

 

air friction was left such high after I noticed no impact at all. Those values are actually not the best I found but just left as they were when I ended experimenting. As I said - physics is not my strong side and I felt like I was wasting my time, so I gave up. I'd be happy if somebody else finishes that moveable boat declaration.

 

But if you need diffrent collision model, I can make it, no problem. Just give me suggestions to the shape.

Well, feel free to try it but real boat is basically impossible in nowadays game engines, anyway - it wouldn't move the water out from underneath the boat. So, whatever we think up will have to be fake anyway.

 

I have an idea to counter the problem of water drawing through it and it's not polygon offset as that wouldn't work right. I noticed modelDepthHack while reading through the sdk code, so i'll try that out.

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I have an idea to counter the problem of water drawing through it and it's not polygon offset as that wouldn't work right. I noticed modelDepthHack while reading through the sdk code, so i'll try that out.

But wouldn't that only offset the rendered model? In which case you'd still get splashing SFX and particles when walking through the bottom of an apparently-dry boat.

 

Just assume it's a slightly leaky boat that's miraculously staying upright through sheer luck. :P Or make the bottom thick enough that it doesn't ride too low in the water.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Yeah, I tried riding in it in test_water (after tweaking the water so it didn't bounce all over), and a little water in the bottom actually didn't look that bad. Sure it looked weird when it disappeared/appeared as the boat tilted, but the player would have to be staring down at their feet the whole time to notice.

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