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Floating sandbox ships

By | 12.10.2020

This game is a realistic two-dimensional particle system, which uses mass-spring networks to simulate rigid bodies such as ships floating in water and exchanging heat with their surroundings. You can punch holes in an object, slice it, apply forces and heat to it, set it on fire, and smash it with bomb explosions. Once water starts rushing inside the object, it will start sinking and, if you're lucky enough, it will start breaking up!

floating sandbox ships

You can create your own physical objects by drawing images using colors that correspond to materials in the game's library. Each material has its own physical properties, such as mass, strength, stiffness, water permeability, specific heat, sound properties, and so on. The game comes with a handy template image that you can use to quickly select the right materials for your object. If you want, you can also apply a higher-resolution image to be used as a more realistic texture for the object.

Once you load your object, watch it float and explore how it behaves under stress! For the physics in the simulation I'm trying to shy away from tricks that exist solely for the purpose of delivering an eye-candy; every bit is grounded as close as possible into real physics, and the material system has been put together using physical attributes of real-world materials.

This makes it sometimes hard to build structures that sustain their own weight or float easily - as it is in reality, after all - but the reward is a realistic world-in-a-sandbox where every action and corresponding reaction are not pre-programmed but, rather, are generated automatically by the physics engine calculations.

The game currently comes with a few example objects - mostly ships - and I'm always busy making new ships and objects. Anyone is encouraged to make their own objects, and if you'd like them to be included in the game, just get in touch with me - you'll get proper recognition in the About dialog, of course. I have adopted their idea, completely rewritten the simulator, and revamped its feature set; at this moment it is really a generic physics simulator that can be used to simulate just about any floating rigid body under stress.

Water pumps and anti-flood walls controllable via electrical switches Mathias Garbe's idea. The full source code of the game is on GitHub. Hello Developer, I would like to suggest some things for your next update. Here are some things that I think everyone would enjoy very much: 1: A Fire tool and maybe explosions, 2: Maybe a Climate control setting where it can rain,snow, etc That is it for my suggestions it would be wonderful if you would fulfill these features but you don't have to but anyway Thank You and keep up the good work!

Hey There! I hope you enjoy them! I might be doing some more in the future. Please leave Gabriele alone, it will come out when it comes out, alright. Could be this weekend, could be next weekend. What I'm saying is, please be patient!

Stop spamming him that you're still waiting! He knows that you're waiting, and he's trying to get it out quickly. Please just be patient. All you need to do is check in, see if it's ready or not, then if it's not then just go on with your day without complaining that it's not out yet.

floating sandbox ships

Log In Sign Up. Name Your Price. Version: 1. Download MB. View All. Development Stage. Published On. Gabriele Giuseppini GabrieleGiuseppini.Ships in Floating Sandbox can be built by authoring simple image files saved in the png format; you may use your favorite image editor for this, MS Paint works perfectly for example.

The positions of pixels in the image provide the positions of the particles points of the ship, while the colors of the pixels map to characteristics of the particles such as their mass, strength, the sound they make when they break, and so on.

Floating sandbox comes with two palettes - structural materials template and electrical materials template - that list the colors that you may use together with the various characteristics that they represent.

You can find them under the Guides folder of the game. There are basically two methods to author a ship: a basic method, and an advanced method.

The advanced method consists instead of providing multiple png images, each providing characteristics specifics to a domain:. An advantage of using a separate electrical layer, for example, is that you may build a complex circuitry on top of arbitrary structural materials specified separately in the structural layer, such as glass or wood. In order to work with multiple layers instead, you would craft a simple json file that specifies the names of the image files providing the individual layers.

Is it the only layer that is mandatory.

floating sandbox ships

An electrical layer image provides the electical components of a ship. The color of each pixel in the electrical layer image must correspond to a color in the materials electrical materials database, and the ship particle at that location acquires the electrical properties of the electrical material corresponding to the color.

These are the rules to follow when drawing an image for the electrical layer of a ship:. The size of the electrical layer image must match the size of the structural layer image.

For every pixel in the electrical layer, there must exist a corresponding pixel either in the structural layer or in the ropes layer. An error is generated if a non-white pixel is found whose color cannot be found among the colors in the materials electrical materials database.

Note that it is also possible to specify electrical properties without a separate electrical layer image: you may in fact draw some electrical elements directly in the structural layer image, and the corresponding particles will acquire the electrical properties from the same colors in the materials electrical materials database.

In this case you may only use the few colors that are present in both the materials structural and materials electrical materials database e. The size of the ropes layer image must match the size of the structural layer image. A rope is specified via a pair of pixels with arbitrary but matching colors; the coordinates of the pixels will be used as the coordinates of the endpoints of the rope, while the color will be used as the color of the endpoints and of the ropes.

It follows that there may only exist two pixels with the same color. Having only one pixel with a given color will cause an error, as will having three or more pixels with the same color. Non-white pixels will be assumed to be part of a rope endpoint pair. If an endpoint of a rope has electrical properties, those properties are propagated along the first half of the rope.

This is useful, for example, to create ropes that conduct electricity, or ropes made of luminiscent material. Note that it is also possible to create ropes without a separate ropes layer image: you may in fact draw the rope endpoints directly in the structural layer image, and they will behave exactly as if they were in the ropes layer.

The texture layer image provides the visible aspect of a ship. Using a texture layer allows the ship to look any way you want, regardless of the materials used in the structural layer. Images used in the texture layer can be of any size - they are not constrained to match the size of the structural layer; for best results, however, the aspect ratios should fully match.

So, for example, if your structural image is x, then a nicely-looking texture image could be x 5 times larger in all dimensions. One thing to keep in mind when building a texture layer is that the portions of a texture that will be visible are those that correspond to structure particles from the structural material.

For example, a large rectangular texture over a small circular structure will be clipped to that circle, and only that circular portion of the texture will be visible. Another thing to keep in mind is that portions of a structure that have no corresponding texture pixels e.

Testing for both of these constraints is simple: resize the layer image to the dimensions of the structural image, and verify that for each pixel in the texture layer there is a corresponding pixel in the structural layer, and viceversa. Whenever a ship consists of two or more layers, you must create a shp file to tie all of the layers together.

This field is mandatory.Floating Sandbox Simulator is a realistic two-dimensional mass-spring network, which simulates physical bodies floating in the water. See what happens when different objects interact. You can draw your own objects using different colors and materials in the library. The material has its own unique properties such as mass, strength, stiffness, other properties that reflect real life.

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You may also use a handy template image that you can use to quickly select the right materials for your object. Springs help maintain the rigidity of the body, while dampers are mostly to maintain the numerical stability of the system. Thermodynamics controls how heat is transferred among particles and their surroundings, and combustion controls what happens when particles reach their critical burning points.

Bodies are loaded from png images; each pixel in the image becomes a point in the simulated world, and springs connect each point to all of its neighbours. The color of the pixel in the original image determines the material of the corresponding point, based on a dictionary containing tens of materials; the material of a point in turn determines the physical properties of the point e.

An optional texture map may be applied on top of the body, which will be drawn according to a tessellation of the network of points. Info Reviews Share. Users can interact with a body in different ways: Break and repair parts of the body Slice and smash the body in pieces Deploy and detonate bombs Pin individual points of the body so that their position and velocity becomes frozen Add or remove water to and from the body Add or remove heat to and from the body — and let it catch fire!

You might also Like Sandbox XL. Orion Sandbox. Build and Crush. Orion Sandbox 2 Enhanced. Evolution AI Simulation. Building Rush 2. Build Balance. Build Balance 2. Build and Destroy. Build the Bridge. Build and Destroy Live.This mod adds the S.

S Poseidon to Floating Sandbox! I made this because Floating Sandbox includes the original Poseidon, and the rendition of her.

Michael Bozarth's Ship Packs

But, the slightly-crappy remake of the Poseidon was never included. So alas, I set out on a 2-day journey to create it. Using some online images and some clever photoshopping, I got the ship. Then, after a very long and tedious process of creating structure layers and electrical layers, and bug fixes, of course, I finally got a ship I was satisfied with.

Question: if the Poseidon capsizes does it fill up with water or do you got to put a hole into it to make it sink? Log In Sign Up. Version: 1. My most popular mod is detailed below: S. S Poseidon: This mod adds the S. Development Stage. Published On. Enchantment of the Seas has been added! Andrea Doria. Leave a comment Added Costa Concordia and Freedom of the Seas! Load More. View All. What do you think? Broken Wizard by allen followers. Nyctophobia by nik followers.

Marcos followers. Lost Tomb by Berick followers. Mighty Retro Zero by Davit Masia followers. Delaweare by spaceisgreen followers. Super Sneaky Sample Stealer by nik followers.

MiniJolt by Community followers.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. This game is a realistic two-dimensional particle system, which uses mass-spring networks to simulate rigid bodies such as ships floating in water and exchanging heat with their surroundings.

You can punch holes in an object, slice it, apply forces and heat to it, set it on fire, and smash it with bomb explosions. Once water starts rushing inside the object, it will start sinking and, if you're lucky enough, it will start breaking up!

You can create your own physical objects by drawing images using colors that correspond to materials in the game's library. Each material has its own physical properties, such as mass, strength, stiffness, water permeability, specific heat, sound properties, and so on. The game comes with a handy template image that you can use to quickly select the right materials for your object.

If you want, you can also apply a higher-resolution image to be used as a more realistic texture for the object. Once you load your object, watch it float and explore how it behaves under stress!

For the physics in the simulation I'm trying to shy away from tricks that exist solely for the purpose of delivering an eye-candy; every bit is grounded as close as possible into real physics, and the material system has been put together using physical attributes of real-world materials.

This makes it sometimes hard to build structures that sustain their own weight or float easily - as it is in reality, after all - but the reward is a realistic world-in-a-sandbox where every action and corresponding reaction are not pre-programmed but, rather, are generated automatically by the physics engine calculations.

The game currently comes with a few example objects - mostly ships - and I'm always busy making new ships and objects. Anyone is encouraged to make their own objects, and if you'd like them to be included in the game, just get in touch with me - you'll get proper recognition in the About dialog, of course. The original idea for the game is from Luke Wren, who wrote a Sinking Ship Simulator to simulate sinking ships. I have adopted his idea, completely reimplemented his simulator, and revamped its feature set; at this moment it is really a generic physics simulator that can be used to simulate just about any 2D floating rigid body under stress.

The game is also featured at GameJoltand plenty of videos may be found on Youtube. With a mass-spring-damper network it is possible to simulate a rigid body by decomposing it into a number of infinitesimal particles "points"which are linked to each other via spring-damper pairs.

Springs help maintain the rigidity of the body, while dampers are mostly to maintain the numerical stability of the system. Water that enters the body moves following gravity and pressure gradients, and it adds to the mass of each "wet" point rendering parts of the body heavier.

Thermodynamics controls how heat is transferred among particles and their surroundings, and combustion controls what happens when particles reach their critical burning points.

Bodies are loaded from png images; each pixel in the image becomes a point in the simulated world, and springs connect each point to all of its neighbours. The color of the pixel in the original image determines the material of the corresponding point, based on a dictionary containing tens of materials; the material of a point in turn determines the physical properties of the point e. An optional texture map may be applied on top of the body, which will be drawn according to a tessellation of the network of points.

After becoming fascinated by it, I forked Luke's GitHub repo and started playing with the source code. After less than a year I had been making these major changes on the original codebase:.It Is The Best Game. You can download this game for free. We will provide you Floating Sandbox Simulator Torrent download or you can download the cracked version.

Are you trying to download the Floating Sandbox Simulator Game to free download in full version? Then you are going on the right path to get it. Floating Sandbox is an intriguing recreation game that enables players to feel the impression of frenzy when the ship on which the player is riding sinks. The ship will be harmed in a wide range of and remarkable approaches to make the Floating Sandbox game players wonder.

Players during playing the Floating Sandbox will feel the vibe of sinking a ship in the 2D model, both the sinking of the body of the player or the development of the ship in general. Players can make their very own items utilizing hues and materials that are not the same as the library that has been given previously.

Accessible properties running from mass, quality, inflexibility, and different properties that reflect material science in a genuine manner. In the Floating Sandbox game, the player will board a few conspicuous ships, for example, Titanic and Poseidon. After a ship is stacked in a specific zone they will drift and the player can give the best ship demolition situation, for example, pounding, cutting, turning, flooding with seawater, utilizing bombs, and some more.

Every material from the ship utilizes the physical science components as clarified above and the 2D game plan components that are so one of a kind and genuine delineate the mob circumstance when the ship sank because of harm by the hands of abhorrence players. A few boats will sink quick and moderate contingent upon the degree of the perversion of players in wrecking existing boats.

The technique to sink a ship is somewhat impossible to miss and unusual however the sensation felt is genuine and makes players dependent on having the option to keep sinking the boats made.

Floating Sandbox gives its own magnificence and fulfillment esteem, beginning from the appeal of 2D visual depiction that looks reasonable to the utilization of odd highlights that keep the players engaged while crushing the boats in the Floating Sandbox game.

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Your email address will not be published. Notify me of follow-up comments by email.Skip to content. Branch: master. Create new file Find file History. Latest commit Fetching latest commit….

Floating Sandbox

You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Added 37 new ships. Aug 21, Removed older ships. Mar 31, Added some descriptions; added Kiko's tiny ships. Mar 24, Cleaned up ship files. May 27, Added 20 of Mike's ships.

floating sandbox ships

Aug 20, Aegir Mark III. Added new ships. Apr 4, Added JackMellon's ships. May 24, Articulated Bus. Added 25 ships from Mike. May 30, Aston Martin One Apr 8, Aurora Cruiser. Updated Aurora for Hummel. Nov 2, Removed OK button from Help dialog; changed credits for B Jun 4, Back Hoe.

Ball of Water and Air. Restructured water and air materials; completed Ball of Water and Air. Mar 28,


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