Fundamentals of Vehicle Simulation Design by Ernest Adams

Fundamentals of Vehicle Simulation Design by Ernest Adams

Author:Ernest Adams [Ernest Adams]
Language: eng
Format: epub
Tags: Game Development
Publisher: New Riders
Published: 2014-01-30T16:00:00+00:00


Figure 5 Sea Dogs II

Tanks and Mechs

Tank simulations seldom implement the complexity of tank battles as they really happened in World War II, the Arab-Israeli wars, or the Gulf War. Real tanks have a top speed of about 50 MPH, have limited visibility, and carry only a few types of weapons, so they don’t appeal much to the casual gamer. Like military flight simulators, tank simulators are typically about a lone tank operating against other tanks and a variety of other enemies.

From a gameplay standpoint, the most interesting characteristic of a tank is its rotating turret, which enables it to shoot in directions other than the one in which it is facing. (Notice the example in Figure 6.) It can be difficult to design a good user interface (UI) for this. You will need to provide a mechanism for rotating the turret that is separate from the mechanism that steers the tank and a separate view window for aiming and firing the gun. Real tanks have a commander and a gun crew as well as a driver, but as with bombers and other multiseat aircraft, you will have to find a way to let a single player control everything.



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