How can you make a ship movement system like Cruise Ship Tycoon?

I’m trying to re-make a cruise ship sim game that doesn’t currently use a moving ship. My idea for creating a movement system is one similar to Cruise Ship Tycoon. The parts seem to be anchored or welded, but still allow for things to move. Now it’s possible that they’re using constraints and that’s what I’m missing, but I’d like to know if there’s a way to create a movement system like that, hopefully in a way where it doesn’t produce lag (much lag), while still allowing for part movement and character movement as it moves. (For context, I want to be able to move parts in some way, whether that be using tween service or forces).

So far I’ve looked for methods online and the only main one is to weld everything, which doesn’t really solve the ‘moving parts’ problem.

This is the testing model, however it can easily be cut, but this is the current model being used (the one that does not move), which has about 25,000 parts.

Any explanation of what constraints to use and how, or what forces to use, how to arrange things, etc would all be helpful as I’m not that into building anymore.

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I’m a bit late to this, but from what I can tell from playing the game (which I quite enjoy, and wish wasn’t discontinued) they have the world move around the ship. That’s why you can’t just hop onto someone else’s ship and have to teleport. Also, to make sure there isn’t much lag when having the world move around the stationed ship, they make the entire world low-triangle, and probably phase-out things past the fog distance control in the game settings, as well as not loading in other ship interiors. This fixes any problems with NPC and part movement. As a downside, they have to edit the effects to match the appearance of the ship moving, like the wake.

This is actually a good take on how it probably works. I had considered the world moving scenario, but thought that it would probably cause excess lag, I forgot that you could unload stuff like that (and stop it from rendering). I’m sure eventually occlusion culling will eventually reduce lag further.

No worries about the time it took. I was still interested in the top as I work for multiple cruise groups.