Fishing Chaos · Engines + simulation

Slack line cannot pull.

A fishing loop emerges from buoyancy, terminal-load motion and a tension-only tether, with game rules layered above.

One water description serves physics and rendering

The generated lake bed, wave profile, mean level and simulation time feed shared water queries and rendering. The game selects conditions; Chaos owns the water mechanism. Hull surface exclusions keep rendered water out of the dry interior without pretending to simulate flooding.

The boat responds to forces

Displacement columns and water-relative drag act on the rigid body. Stern thrust produces translation and torque, with reverse represented by negative thrust. Ground contacts use the generated lake height field. This is displacement boating; planing, moving occupant loads and detailed propeller cavitation remain outside the current model.

The reel changes the constraint

Casting launches a terminal rigid body and pays out line. Retrieval shortens the tether rest length. The shared elastic tether carries tension when taut and no compression when slack. Consumer-owned reel drag caps force and pays out under load; break rules use requested tension before that cap.

Fish behaviour owns the game outcome

Bass attention, strikes, escape forces and fatigue belong to Fishing Chaos. Sustained slack allows escape; fatigue and proximity allow landing. The session turns these rules into another catch attempt. Sound consumes immutable game-state snapshots, while Engine owns continuous PCM playback.

Current limits: The simulation loop is implemented and Windows native inspection is recorded, but first-playable acceptance remains open. The rod is visually rigid, the line lacks sag/collision, movable loads and wake disturbance need work, and richer positional audio is unfinished.