Real Ship Physics by Tearth - 3

Physics

The prototype of the real ship physics in Unity based on the voxel system.

Unknown VersionApache License 2.0Updated 90 days agoCreated on August 12th, 2019
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Real Ship Physics

The prototype of the real ship physics in Unity based on the voxel system. Each ship contains a number of air areas, where every one of them generates a set of voxels. They calculate buoyancy, drag and gravity force (if flood level is greater than zero) and then this force is applied to the ship’s rigid body.

This model has a few disadvantages like poor optimization and troubles when Unity has to deal with objects with high speed or small mass (because of physics accuracy). That’s why it’s only suitable for large ships, which are heavy and relatively slow.

Examples

Example1

The ship falls from a height of several meters and stabilizes on the water.

Example2

Green voxel indicates it generates a lot of buyoancy force (it becomes red if is half submerged or abouve surface).

Example3

Each one of the voxels calculates its own parameters which can be obtained in the inspector.

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