Interactive Museum Game
The Project Brief
Real-time 3D simulation which demonstrates what it would have been like to be on the bridge of the warship HMS Caroline. Dynamic water simulation, custom hardware integration and context sensitive audio helps to create the immersive experience.
We were approached by Ay-Pe to create the simulation software. Using the incredibly detailed 3D model they created of HMS Caroline we built a real-time 3D virtual experience. We used cutting edge water simulation software and advanced real-time post processing to create an immersive experience. When combined with the physical hardware of Aivaf and the amazing audio talents of Finiflex the overall effect is very compelling.
With this museum interactive one of the biggest challenges was that the ship could never collide with the rest of the squadron. We created a ‘read ahead’ physics system which could predict whether a collision was likely. Depending on the angle of approach the game either takes control of the steering to evade the other ships or cuts the engine completely. Once the danger has passed, control is returned to the user.
The sense of immersion is increased using dynamic audio. The sound effects supplied by Finiflex were designed to work with various conditions within the simulation. From the speed of the engine, the changes in steering and sudden splashes of water over the bow of the ship, a lot of work went into creating an audio experience that really added to the sense of presence.
Physical Meets Virtual
The game experience itself would have mattered little if the control system wasn’t believable. Working closely with the hardware specialists Aivaf and the media designers ay-pe we ensured that our software was able to connect to the specialist hardware and translate the movement of the controls into realistic movement within the 3d world.
The control system consisted of a full size ship’s wheel for steering and a realistic telegraph wheel for setting speed. A voice tube attached to the enclosure delivered the voice commands. The brief from ay-pe was to keep the on-screen graphics as realistic as possible. For this reason we used no actual graphical user interface, everything being relayed in the form of voice commands and in-world visuals.
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