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 Water in CC!!!!! 
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Joined: Wed Nov 15, 2006 2:42 pm
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Location: Western Australia
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[offtopic] Woot i got in your sig [/offtopic]


Fri Dec 08, 2006 11:41 am
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This is so blatantly fake I'm surprised you all haven't figured it out yourselves. With the current physics engine, this is impossible, even with particles.


Fri Dec 08, 2006 1:53 pm
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Nfsjunkie91 wrote:
This is so blatantly fake I'm surprised you all haven't figured it out yourselves. With the current physics engine, this is impossible, even with particles.


Then why is dirt possible?


Sun Dec 10, 2006 12:44 am
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yhgbtuyh jny htg


Sun Dec 10, 2006 2:12 am
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Because the current physics engine supports pixel perfect collisions with realistic physics ("atomic" physics)

It does not currently support fluid mechanics, and unless he somehow managed to decompile this game (which is illegal by the way,) there is no way water could properly be implemented. Brain fluid is as close as you can get.


Sun Dec 10, 2006 7:52 am
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He never said he had fluid dynamics, for it to "flow"into a hole would be easily done just have some calculations and something that tests if a hole has been opened on the edge of the water... I've done stuff like that in Game Maker for christs sake...


Sun Dec 10, 2006 8:12 am
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... Ever seen the 'restthreshold' value in the ini files? Whenever the particle drops below a certain speed, it stops moving. Example: Gibs in the air. If you made a hole under the brain fluid, it wouldn't flow down. Besides, the 'water' was made in some photo editing utility (photoshop, etc.) because there is currently no way to make any particle reflect anything else on the screen.

It doesn't matter what you 'code' in game maker, this wasn't made in game maker, this was made in C++, and from a scratch built physics engine. The reason there is a rest threshold is so the game doesn't calculate every single pixel's physics each frame. That would result in a very low game speed. Once a particle has stopped, it becomes part of the terrain itself, to the best of my knowledge.

And if you're talking about that physics library made in game maker, whoop-de-doo, you code a game in an actual language (BASIC, C, C++, etc.) with real physics, then come back to me about your water.

EDIT: Try it with scratch built physics too.


Last edited by Nfsjunkie91 on Sun Dec 10, 2006 8:51 pm, edited 1 time in total.



Sun Dec 10, 2006 8:48 pm
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I just made floating objects in CC, but I deleted them... I'll se if I can get them back, they never hit a rest threshold it seemed, you could shoot/push them around, like soccer balls, but floating.


Sun Dec 10, 2006 8:51 pm
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Joined: Mon Nov 28, 2005 4:59 pm
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lol, so much fun to watch you all fight about this! :lol: I didnt make water I used Sqirlz Reflections, damn this was fun! The medal goes to cliftut for saying that I used Sqirlz Reflections! Congrats! *gives cliftut a shiney gold medal* And the second price goes to Nfsjunkie91 for saying all that bull♥♥♥♥! *gives Nfsjunkie91 a silver medal*
Damn, all of you should have know that you cant add reflections to CC... yet... and the water was way to nice...

oh, and Alenth If you make a new grenade and change TriggerDelay to -1 it will never explode/go away...


Sun Dec 10, 2006 9:13 pm
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Most of my posts were talking about the ability of the engine to handle anything like water.


Sun Dec 10, 2006 9:16 pm
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It could handle it Alenth, but it would begin to lag after too long, and wouldn't properly resemble water (things wouldn't really *float*)


Sun Dec 10, 2006 9:17 pm
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I made 350 of my "floater" particles, and it lagged like hell, but that might be because of how fast they were going. They also could destroy walls if in a small enclosed space when the grenade that made them went off.


Sun Dec 10, 2006 9:19 pm
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Alenth wrote:
I made 350 of my "floater" particles, and it lagged like hell, but that might be because of how fast they were going. They also could destroy walls if in a small enclosed space when the grenade that made them went off.


Here's an example. Try making a rocket that will do a really high rate of speed, and slam it directly into the ground. When about 400 particles go up into the air, the game is calculating each of those particles each tick, slowing the game down. It's not the speed, just the amount of physics calcs.


Sun Dec 10, 2006 9:21 pm
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Dude, I know how it works, I once used my own character to completely pixelize the entire bunker by slamming through it, I got about one frame every 15 seconds.


Sun Dec 10, 2006 9:25 pm
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Hehe, can't tell you how many times I've done that too. I do find making human meteors quite amusing. Now if only they'll light on fire from re-entering the atmosphere...


Sun Dec 10, 2006 9:28 pm
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