The Technical Art of Sea of Thieves

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  • Опубліковано 11 лис 2024

КОМЕНТАРІ • 11

  • @AprilFoolsChild
    @AprilFoolsChild 7 місяців тому +2

    Man, I'm a sound designer and I couldn't pull myself away from this video! Really awesome problem solving. Still overwhelmed by the beauty of that project every time I see it in motion.

  • @orenhicks-pearce9500
    @orenhicks-pearce9500 Місяць тому +2

    This is like a video I’m assigned to watch in school

  • @hbonin
    @hbonin Рік тому +16

    This was higly informative, thank you. Also, from a self-learning dev point of view, you guys are pure magicians.

  • @boldoberan
    @boldoberan Рік тому +7

    have I just watched a video on Sea of Thieves visuals? Yes. Does it help me in any way? Probably not. But it was still worth it. The "very cheap" after every other slide and the small details I will notice when playing

  • @erenozklnc9427
    @erenozklnc9427 8 місяців тому

    Just amazing. Thank you for this beautiful presentation. Can you share the slide also? I Couldn't find it on the Rare's website.

  • @bdenix1997
    @bdenix1997 Рік тому +2

    i dont get nothing like 7:28 when i follow tessendorfs paper.
    i just get a line that indicates the crest of the waves :S

  • @sk00sh
    @sk00sh 4 місяці тому

    Cool! Thanks for the info

  • @metaroonlabstech
    @metaroonlabstech 7 місяців тому

    ❤🤯

  • @blavkadam2153
    @blavkadam2153 Рік тому +8

    Want to make a sea of thieves ocean? Do this:
    Make the ocean, make the displacement, make the foam with a color ramp (higher on Z is foam, wave top).
    I don't know why they used the UV for world position.
    use world position for world position.
    Add normal buoyancy code like a normal person.
    For ship breaking and falling apart, use chaos style physics or carefully code each board of the ship to be destructable and replaceable (many ways to do this)
    Now you have a random displacement ocean, with foam, your ship is buoyant, and destructable.
    Last thing to do is code when ship takes on water = less buoyancy till none at all. EZ.
    UV maps for buoyancy? barbaric I say. They used this in some weird twisted way with raycasting for buoyancy im sure. But they also stated in one of their videos I watched a long time ago they had multiplayer syncing issues because the packets could not keep up with all the trash code likely. So do it the right way.

  • @FateOfFools-o6h
    @FateOfFools-o6h 16 днів тому

    how come when i make a game no one cares, but when they do it the whole world knows, is this normal? or am i just missing something