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Vern,
have a look at my gallery with 3d boats and the
shikval supercavitating 300 knt torpedo thread at boatdesign
how do you figger refraction in a game engine?
in the past i've seen several submersible simulators
and played some thrilling sub games sinking surface
ships, evading mines, damage control etc
good luck and keep me informed
joop -yipster- dresscher
----- Original Message -----
To: Sent: Friday, June 30, 2006 6:21 PM
Subject: Re: [PSUBS-MAILIST] 3D Submersible Simulator
Vern, have you looked at the Alvin Simulator? http://www.whoi.edu/marops/vehicles/alvin/alvinsim/
I
haven't spent much time with it because it seems to be a fairly detailed systems
sim used as for Alvin pilot training. I don't want to say it's
boring... but it lacks the 3d animations and sound feedback that you're
describing. :-)
Paul
On 6/29/06, Vern
Shurtz <Vern@vernshurtz.com>
wrote:
Hi
Rick,
My main goal with the
simulator is to simulate the deep sea exploration and work environment. There
are many submersibles with large viewing capability like the Johnson Sea-Link
and the newly developed Deep Worker. Anyway, I will probably have numerous
submersibles in the final product and possibly a few ambient subs. I am at the
very beginning of the process so it will be some time before a working version
of the product will be available. I plan to keep those interested in the Sim
updated as to its progress. As for Cockpit Sims I have modeled quite a few
cockpits and crew control stations in aircraft. On my website there are images
of a Cessna Caravan Cockpit that I modeled a few years back that was used in a
training program for Federal Express. They use the Caravan for middle of
nowhere deliveries like Gnome, Alaska www.tnvstudio.com
Thank you for your
interest and enthusiasm… J
Vern
Subject: Re: [PSUBS-MAILIST] 3D
Submersible Simulator
That sound you hear is me slurping
up my drool. I can hardly wait to see the end
result!
BTW, IMHO, and I'm very biased
here, is that an ambient sub with lots of window or canopy area will provide
much more drama and action compared to a restricted viewport. Mind you,
it depends on your own priorities. Kind of hard to capture an audience
with a six inch hole.
----- Original Message -----
Sent:
Tuesday, June 27, 2006 12:35 PM
Subject: RE:
[PSUBS-MAILIST] 3D Submersible Simulator
Hi
Alec,
Realtime 3D Engines
today have many new visual capabilities such as the "refraction" of light
through water and transparent objects like acrylic view ports.
J The Interactive 3D
Application Development package I am looking at using is currently in
development and is called Visual 3D Architect.NET, www.visual3d.net, which is
based on the latest .NET and C# programming languages and the Suva 3D
Rendering Engine which utilizes the latest DirectX rendering functions found
in state of the art graphics cards. All modeling, texturing and environment
production will be done using 3D Studio Max.
Anyway, I'm
rambling on with specifics, suffice it to say that I am using the latest
technology available for the Sim for the best possible visual and
interactive experience.
Vern
Oh neat, really
interesting. I would think one of the most challenging things for a
simulator would be the pilot's UW viewing experience, taking into account
things like the optical distortions caused by viewport geometries and the
location of the sub's lights. I find my K-250 to have great visibility
upwards, but it is very limited in terms of seeing anything on the bottom,
and that happens to be where one would mostly want to look at
things.
Once you have the
visibility figured out, it would be terrific to use parameters for water
visibility and sub speed.
-----Original
Message----- From:
owner-personal_submersibles@psubs.org [mailto:owner-
personal_submersibles@psubs.org] On
Behalf Of Jon Wallace Sent: Tuesday, June 27, 2006 1:45
PM To: personal_submersibles@psubs.org Subject: RE: [PSUBS-MAILIST] 3D
Submersible Simulator
Who is your
target audience for the simulator? I think modeling the K-250 or
K-350 would be interesting for a lot of people who frequent this
list.
-----Original
Message----- From:
owner-personal_submersibles@psubs.org [mailto:owner-
personal_submersibles@psubs.org]On Behalf Of Vern
Shurtz Sent: Tuesday,
June 27, 2006 10:55 AM To: personal_submersibles@psubs.org Subject: [PSUBS-MAILIST] 3D
Submersible Simulator
Good morning fellow
enthusiasts,
After scouring the web for
resource material on submersibles, especially design and construction, I
run across the proverbial pot of gold at the end of the rainbow with
PSubs.org. J
PSubs.org and its crew of enthusiastic sub designers and builders have
got my technical juices flowing. My original intent in my search was to
explore the feasibility of creating a Realtime 3D Submersible Simulator
that was as technically accurate as possible. This is still my primary
objective but now I am contemplating designing and building my own
submersible. My wife doesn't know about the later, yet…..
HeHe…
Here is a brief rundown of
my knowledge and experience.
My name is Vern Shurtz. I am
a Professional 3D Computer Artist and president of a Digital production
Studio specializing in Technical, Architectural, and Landscape
Visualizations and interactive presentations with an extensive client
list that includes Lockheed-Martin, Sony, Disney, US Navy and Air Force
to name a few. I have worked in the 3D Industry since the early 90's
when it was in its infancy.
Prior to my career in 3D
taking off in 1995 I was a Nuclear Mechanical Operator in the US Navy
serving aboard 2 Nuclear Submarines, the USS Sunfish (SSN-649) and the
USS Phoenix (SSN-702), for a total of 6 years of underwater adventure. I
also served aboard the USS Hunley (AS-31), a submarine tender,
performing Radiological Controls duties for 2 years and was a Submarine
Damage Control Wet Trainer and Engineering Systems Instructor and
Curriculum Developer for my last 3 years in the
service.
I am still in the planning
stages for both projects and would like to get involved with the PSubs
organization. I couldn't think of a more qualified group of subject
matter experts and beta testers for a submersible simulator.
My first question is what
the PSub community would like to see in a Realtime 3D Submersible
Simulator? I am planning on Submersible Design and Construction being
part of the Simulator.
Any thoughts or comments
would be appreciated.
Vern
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