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A whitewater boat simulation game prototype focused primarily on slalom and freestyle

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Whitewater

  • Game engine: Unity (v2020.3.2)
  • Contribution: Louis BANDELIER

A whitewater boat simulation game prototype focused primarily on slalom and freestyle

In action

The boat

Boat physic

Dev info

Dictionary:

Boat physic:

  • Water friction: drag (resist to boat movement) + friction of courant on boat
    • Proportional to water viscosity
    • Proportional to speed
    • Inv. proportional to streamlining (shape of the boat)
  • Water forces:

Inputs:

  • WASD / JoystickLeft: advance / turn:
    • Turn leaning forward => sweep (circulaire)
    • Turn leaning normally => draw (appel)
    • Turn leaning backward => reverse sweep (rétro)
  • IJKL / Mouse / JoystickRight:
    • Vertically: lean forward / backward
    • Horizontally: lean to the left / right (the list)
  • Alt left / Mouse Left Click / R1: look to the left
  • Alt right / Mouse Right Click / L1: look to the right

Boat mesh info:

  • A boat should have around 200 faces to work well with the physic system
  • It should also respect the real world size for believable physics (around 300cm x 60cm x 20cm)

Level design info:

  • The water mesh should be a grid with a cell's size of 0.05 Unity units (5 cm)
  • The cell size can still be adjusted if necessary in the water manager script
  • Tips:
    • Use Unity ProBuilder to create the water tiles (10x10 with 199x199)
    • Use Unity PolyBrush to change the height of the tiles' vertices

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A whitewater boat simulation game prototype focused primarily on slalom and freestyle

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