7 days to die was able to tackle very basic water physics..... I'm sure the team @EleonGameStudios can work this out
I have noticed lately that destroying partially submerged rocks no longer leaves square “holes” where they were. That’s a big “yay” for me.
I'm pretty sure they already know and they are already programming their game this way by how good my fps are in a voxel game like Empyrion, but i will share it anyway https://software.intel.com/en-us/articles/an-approach-to-parallel-processing-with-unity https://link.springer.com/article/10.1007/s40869-016-0020-5
I found more ideas : http://procworld.blogspot.com/2014/08/dynamic-fluids.html Pretty easy to understand this one. Make water logic work only when players are near enough to notice the water.
It would probably need to work like that anyway. You know the trees out of render range, they are not moving like the ones your standing next to, all the movement starts when the player enters render range of that object. So all of that, is probably a given anyway.
you´d obviously think of ! an ocean planet would just be amazing !! https://www.reddit.com/r/subnautica/comments/akbh7k/this_is_planet_gj1214b_this_planet_is_covered/ would offer so much gameplay ! problems start already when you think about landing... you would then drop out a Submarine from your CV-hangar or get some sort of crane for your CV we obviously need new craft, the UV U-boat-Craft !
We do have Ocean worlds. They're pretty much all water, with a few scattered islands. They could use some refining though, as they often feature vast, underwater forests of deciduous and evergreen trees, vast mountain ranges, and the like - basically they just raise the water levels of a fairly standard planet to flood the majority of it, and we lack any good means of operating under water - bases, even air-tight, are not water-tight, so they flood. I've proposed, more than once, that an air-tight base should displace water from within the base when Oxygen is enabled, but still waiting there.
Agreed. Maybe I am being naive, but it would seem like a simple function to use the O2 data (where there is airtight "O2 diamonds") to turn off the water animation, and turn off the affects of the water, inside a base or a vessel. Having underwater POI's and vessels would definitely be a game changer, for the better! @Hummel-o-War @Taelyn™ @EleonGameStudios
I'm pretty sure it's a little more complicated than that, especially where procedurally generated water and dirt are concerned. I will say No Man's Sky does a delightful job where it comes to underwater bases, though base-building is far less complex there than here, and the engines are very different. I have no doubt sub-aquatic environments could be created here, but it would take a good deal of work to make them viable. It would also mean reworking a number of weapons systems as well, as there are few weapons or tools that currently work under-water (for us, Zirax troops can use their weapons underwater just fine).
It would be great to be able to create an underwater ship, or the possibility of a base under the sea.
It is possible to dive an SV and operate (albeit badly) under water. It wouldn't be a terrible stretch to add a class of Aquatic Vessels (AVs) to the game, though they'd likely require a lot of specialized coding. Of course, there would have to be something down there to warrant the efforts, which means making the subaquatic a viable play area, with some of its own unique features (beyond seaweed and Alien Plasma). Bases, as I've stated, would also require a good bit of work, but should also be possible. Personally, I'd just be happy with a Seascooter: A nice, hand-held device to help us go faster under water, as swimming is slow, swimming faster eats stamina faster the alien parasites, and sinking to the bottom to walk or run, is just... not productive.
Ohmagerd! Why didn't anyone think of this yet!? Obviously that's a great start. @EleonGameStudios should start to really think about this aspect of gameplay if they want to draw in new clients, and retain the existing playerbase. I know that it will take time... revising code and such, but this is the time to do it. Maybe hire a few more coders, and dedicate them to it.... #makeempyriongreatagain
I've been experimenting with adding "sea-life": Having actual underwater ambient life (similar to how we have ambient birds and insects), as well as less underwater fog, would go a long way to making underwater feel more alive.
1. Add ability to make water fill in excavated land properly if the excavated bit connects to existing water. 2. Add a means of enclosing a small peace of land (with blocks, or drill fill) and pumping the water out.
I would just like to see SV's able to traverse through water. Since we can now hitch a HV to it, they would allow us to dive deep into waters in order to park our HV in the base. In addition, some means to remove water from the underwater base other than filling it with dirt using the T2 drill and then digging it all out again. I have seen water worlds with waters so deep that they take minutes to dive to the bottom when swimming. Some sort of submersible was asked for many moons ago, but allowing a SV to do it would be just as easy. Just imagine the Skydiver from the series UFO that can fly as well as submerge and docks with a submarine below the water. Forget the docking with the submarine part, just allow the SV to fly underwater as well, it would be far easier than having a dedicated water bound submersible.
I think it'd be nice to see if there is a way where they could link have a ventilators in a ship or a base to some sort of physical barrier per se inside the ship so if there's oxygen in the ship there's no water in the ship or Base. I enjoy building bases underwater minus the fact that even though there's a base underwater there's water in the base I think it'd be nice to be able to walk around and have some sort of way that the O2 when it's in the structure displaces the water