Some questions from a beginner. Buoyancy, open source, limitations

Hi guys!

I am quite new here , so let me quickly introduce myself. I am if anything a hobby programmer, actually a 2d designer, actually an engineering student. Although i never got better than programming Snake in Java, i am astonished by the possibilities Unity gives me. So long story short, i started programming my own little game.

Like almost every overly ambitious beginner, i plan on making a GTA-like openworld sandbox which will lean more on the simulator side rather than the gangster lifestyle. Currently i have a healthsystem running (obviously like “Health = 100” but also in the sense of illnesses), a day/night cycle with time and a calendar. Mountable cars are running with the demo scripts as well. Terrain is being created by a friend. The idea is to implement an rpg-like job-system that will display job specific events in the calendar.

All right, now i have some questions, some i could answer myself, given enough time for trial and error, for some i must rely on your superior theoretical knowledge, because let’s face it, there is nowhere enough time for me to learn that in a suitable amount of time. So here we go:

-Let’s assume there is water in my game and i want objects to float. The solutions google gave me rely without exception on the fact that there is a global water level which is simply stored in a variable. But what if i have, say, a bath as well, or ice cubes in a glass? My solution is to give all water bodies a cube trigger and executing the buoyancy script while in it. Why have i never found that? Is there a better approach?

-If i wanted to publish my game with all sources here for beginners to download, where would i create the thread? Its not only scripts, but its not a showcase either?

-Let’s assume a radioactive game designer bites me and turns me into coderman, magically giving me the ability to program without my current knowledge limits, will i run into problems with unity? Meaning, is there something it can’t do even if you know how to ask for it? Like the restrictions a FPS game creator would put on you.

-I am still deciding on the vehicle physics. I want something at least semi realistic (->pacejka MF would be great), that’s for sure. There are great solutions already available, but there are some using wheel colliders, and some using raycasts, and both sides have their fans, saying it is better. Can someone specify the pro and contras of both?

I think that’s all for now, thanks in advance!

(random and off topic) cool name, how did you come up with it? :wink:

About water… There is a script for it here: http://forum.unity3d.com/threads/72974-Buoyancy-script?highlight=buoyancy
You can probably modify it a bit to fit your needs.

About publishing… Showcase forum is the place for that, you can post scripts, levels, whole game, whatever you want there.

Unity has almost no limits, you can do almost everything and if it is not possible unity editor is easily extendable.

Don’t know about vehicle physics tho.

Thanks, you mean my nick? Its a combination of the latin words divinus and dux = legitimate guide. My game carries the working title Syrtis by the way = latin for sandbank (biiigger sandbox).

Thanks, i already have an own script, just wondering how it should be triggered.

Showcase it is, then :slight_smile:

On the limits, i fear, i’m gonna need more elaboration :wink:

Its not enough that you know how to ask for it, if the function doesn’t exist, you’ll have to make one yourself, so you have to know how it would work.

Next to that, you are restricted to the hardware capabilities of the platform you plan on releasing to. I remember in Half-Life 2 back then, there were no more than approximately 6 enemies at a time. Though there can be a constant stream of incoming enemies, there were always only about 6 at most at a time. One: because more than that would make it too difficult for the player, and two: the developers knew putting too much will hamper the framerate.

Mobile games also have limited processing power, but the new models of mobile devices are changing that.

Can I get a link to the thread where they are saying that? Might be useful.

Thanks for the info :slight_smile:

primarily in this thread

http://forum.unity3d.com/threads/84555-Car-tutorial-car-behaves-funny

BigMisterB has kindly given me some starting point for an own collider based physics.

And there was a nice video on this issue but i lost the link :confused:
I’ll post it if i find it again.

Awsome! Im creating a game like GTA but then as cop in a patrol vechile!

Great!
How far into the project are you?