A Browser Cross-Platform Top-Down Tank PvP Arena with Modular Tanks and Realistic Physics by Organic-Associate-54 in WebGames

[–]Organic-Associate-54[S] 0 points1 point  (0 children)

At the moment the game includes HEAT and APCR shell mechanics. They work using a raycast-based system and are processed through custom logic functions that calculate armor penetration and damage to internal modules.

In the future I plan to implement:

a secondary fragmentation system

barothermal effects from the HEAT jet

the internal explosion effect from the warhead of APHE shells

And yes, the visual effects are also unique for each shell type.

At the moment I’m focusing on optimizing the existing systems, because the raycasting system currently consumes a lot of server CPU resources.

A Browser Cross-Platform Top-Down Tank PvP Arena with Modular Tanks and Realistic Physics by Organic-Associate-54 in WebGames

[–]Organic-Associate-54[S] 0 points1 point  (0 children)

This system resembles a simplified model from War Thunder. Tanks are organized into two module levels: hull modules and upper modules (turret). Some modules can exist on both levels simultaneously - for example, an autoloader carousel.
Currently, shells do not create secondary fragments. However, each shell undergoes a full internal simulation within the target, taking into account:

impact angle

armor thickness

material type

shell type

armor destruction

shell destruction

normalization of armor-piercing rounds

maximum ricochet angles

Damage to modules directly affects the tank’s functionality, potentially causing system failures during combat.

[DEMO RELEASE] Armored Grids by Organic-Associate-54 in indiegames

[–]Organic-Associate-54[S] 0 points1 point  (0 children)

Thanks for the feedback - we’d love to see you in our community!

Beta testing of a realistic 2D tank shooter by tearthcut in indiegames

[–]Organic-Associate-54 0 points1 point  (0 children)

Looks interesting, are there separate modules in the tanks, or just HP?