Problem
Only one vehicle type exists: a 4-wheel rear-wheel-drive ground vehicle (VehicleComponent + JoltScene::CreateVehicle). No boats, no water buoyancy, no aircraft/helicopters. FWD/AWD differentials aren't exposed either (Jolt supports them).
Why it matters (Tier 3)
Far Cry has driveable boats and (series-wide) aircraft; water traversal needs buoyancy. Optional but expected for the open-world feel.
Proposed approach
- Buoyancy: sample the water surface height (existing water rendering) → apply buoyant + drag forces per submerged volume sample; build a boat controller on top.
- Aircraft/helicopter: lift/thrust/torque model via Jolt forces (not the wheeled-vehicle constraint).
- Expose FWD/AWD + differential config on
VehicleComponent.
Acceptance criteria
- A boat floats and drives on water; a basic aircraft flies with stable controls; the existing jeep is unaffected.
Tier 3 — content/gameplay.
Score
capability: 3
craft: 5
stability: 1
decay: 1
effort: 5
confidence: 0.8
learning: 3
fun: 3
kano: delighter
blocked_by: []
blocks: []
Rated per issue-scoring · score = confidence × (capability + craft + stability + decay) / effort, derived by the picker.
Problem
Only one vehicle type exists: a 4-wheel rear-wheel-drive ground vehicle (
VehicleComponent+JoltScene::CreateVehicle). No boats, no water buoyancy, no aircraft/helicopters. FWD/AWD differentials aren't exposed either (Jolt supports them).Why it matters (Tier 3)
Far Cry has driveable boats and (series-wide) aircraft; water traversal needs buoyancy. Optional but expected for the open-world feel.
Proposed approach
VehicleComponent.Acceptance criteria
Tier 3 — content/gameplay.
Score
Rated per issue-scoring · score = confidence × (capability + craft + stability + decay) / effort, derived by the picker.