Hearts of Oak: Conquest of the Seas is a non-commercial PC game being developed by PiratesAhoy!, and is to become the historical seafaring game to end them all! Fun, realistic gameplay on land and at sea, set during the Age of Sail, will provide extensive free play, exciting scripted storylines and intense multiplayer scenarios.
Man, 30 is actually a pretty decent fps for so many ships and entities on screen.
Mind you, they are all being physically rendered for buoyancy and reaction to waves. There is also a calculation for the compasses to detect true north and turn them to match based on vessel movement to waves as well as all physicalization for vessel mass. It is really impressive to think of all of that going on.
Until you press fire and the whole engine crashes:) This is really impressive! But of course we must know something crucial. What are your specs? Are you running a mid range I5 or are you running a hexa core I7 with a SLI 780 Ti?
I am running a 3570k i5, 16G Corsair DDR3 RAM, nVidia 660 2GB GTX. I am also running a crapload of apps and IDE environments in the background including the CryEngine dll in Visual Studio debug mode which gives a decent performance hit. Our real test is adding cloth physics sails, which I expect to be the biggest performance drain.
Now that's what I wanted to hear:)
Are they truly dynamic, i.e. are you using wind as a simulation? Otherwise you could just bake animnations for the different stages of no wind, little wind, heavy wind, storm.
I really like this project, I can already imagine your reply ^^
The hope is to have them use a physical cloth entity but it may end up too taxing on the system. We will be doing some testing on that in conjunction with a CryEngineer that is helping one of our modelers with the task. We should see some of the results before too long.