Quiet.

A game experiment by Tom Gidden <tom@gidden.net>

October 2024


The idea is that everything's dark, but you can use "sonar" (press "P") to send out a ping to light up the surrounding area. Using thrust or colliding also sends out "sound". However, if you can see it, so can the Bad Guys (other players, AIs, turrets, sound-tracking torpedos, etc.... none of which is implemented yet)

KeyAction
---------
W,A,S,DThrust
PPing
LHeadlight (bit broken)
FFire

TODO/Issues:

I did implement this in two other ways, including a per-chunk tensor field as a kind of fluid dynamics, but it didn't work well, was buggy, and I realised it wouldn't simulate multiple sound waves well either.

I thought maybe this could be done better using a WebGL surface and a shader program. Thinking needed on whether this is better or worse than a particle system.

Anyway. Feedback and help appreciated.