paul damer wrote:
> Hey, this keeps getting better and better, I like the rain effects.
> I am working on improved sailing physics and and boom(not broom) and
> boat movement.

I've been to a free software conference called "Wizards of OS" in '98.
During the breaks the played a small clip from the "Wizard of Oz" in
a continuous loop; the scene in which Dorothy discovers that the "wizard"
is hidden behind the curtain. This clips started with "We brought you
the broomstick of the wicked witch of the west". I must have seen that
at least a hundred times and as you can see it's still sitting on my
mind :-)

> I had a question about realism versus game play.  If the game made
> sailing to real it would not be very much fun because it would be to
> hard to get anywhere.  But at the same time it should
> not be too easy.

I agree. I think we should differentiate between the sail physics for
the inter island sea travel and the sail physics in a sea battle.

For the seabattles it can be a bit challenging and more realistic,
but for the inter island travel it should be simpler, otherwise it's
too tedious. In the intersea travel the wind should still be taken
into condideration to calculate how fast tha player is moving.

> Specifically:
> Should the boat be able to sail directly towards the wind (normally
> impossible)?

I think so. It should be really slow, though; to simulate the effects
of cruising a real sailor would perform.

> Should you be able to sink the boat over if you mess up?

Is this really possible for large scale boats? I though that the keels
or leeboards of larger boats would prevent that. I don't think that
should happen, even if it's possible in reality.
 
> Anyways, I should have a patch for some of the physics ready sometime
> this weekend.

Can you and Esteban (Kabutor) coordinate your work, so that you don't
make imcompatible changes? 

Please send me your gna.org user name, then I can give you write access
for the CVS.

> I did run into a problem with the latest cutter-split.zip file.(rev
> 1.4)  rev 1.3 works fine for me though.
> It segfaults with this output.  

I don't have a 3D capable system here at university, I'll check later.
It's probably referencing a SceneNode that Kabutor removed and therefore
segfaulting.

Cheers,

          Moritz

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