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NEW Development Screenshots and Videos - Unreal Engine

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Hello Captains,
Here are some news of #AcrosstheSeas. Currently I'm working on the prototype of the sim in the upcoming Unreal Engine 5 (actually 5.1 🙂 ). Most of the work is at the moment to improve the watercraft physics in UE. One of the next things is to get back the 2d panel and the first person view.
At the same time I'm working on the scenery design. For the first new demos of the sim, I will include all 3 sceneries that are also available in the current Unity alpha version. So Dover/Calais, Rostock Baltic Sea scenery and the harbor area of Cape Town will be included.
The new 64bit floating precision in UE 5.1 works really good so far. So no more origin shifting for larger sceneries are necessary. This is really a big deal and this is the next step to allow very large sceneries. I did a first test with the an earth scaled planet done and it works really well. 😉
One of the most important thing is to find a good solution for wake effects in Unreal. This feature is currently completely missing in the sim.
Thank you to all, for your amazing support. I will do my best, to get done a first Unreal demo of the sim.



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  • Bartolomeus changed the title to NEW Development Screenshots and Videos - Unreal Engine
Hello Captains,
After an longer break without any news, here is a small update of the current status of the sim.
After switching the engine to Unreal Engine 5 most of the core features are finished. The watercraft phyiscs and the ship controller are completely written for the new engine. Also ready to go is the weather engine and most features of the water.
Thanks to the Unreal Engine, the sim comes with DirectX 12 and all the new features of UE5 like using Lumen, Nanite, Metasounds and Metahumans. Another great addition is the use of Raytracing and DLSS also for the UE version.
But for the official release, I need to get a few things done. Currently I'm working on the vehicle selection / start location selection and the watercraft 2d / 3d panels.

More news will follow soon... 😉


Most of the 3d meshes using UE's Nanite feature.

First and Third Person character with Metahumans. And also windows and some metal materials using Raytracing.



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