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Dynamic water [V6: optimization/pressure] http://45.55.195.193/viewtopic.php?f=61&t=28899 |
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Author: | Mehman [ Tue Jan 03, 2012 11:25 pm ] |
Post subject: | Dynamic water [V6: optimization/pressure] |
Hi, This small mod is designed to add low lag dynamic water to the game, it is still buggy and slow but it works, to add water in a game use the TDExplosive called Molotow Cocktail. There are two versions, with 12 and 24 px water particles, if you have a slow computer use the 24 version, otherwise use the 12: Attachment: Attachment: Old: Here is a video of an old version of this: |
Author: | weegee [ Tue Jan 03, 2012 11:37 pm ] |
Post subject: | Re: Dynamic water |
Spectacular. Even flooded brain cave when I dug through reservoir |
Author: | Miggles [ Wed Jan 04, 2012 2:11 am ] |
Post subject: | Re: Dynamic water |
Mehman I honestly want to know why you don't work for Data Realms yet. Amazing. Just amazing. |
Author: | The Fat Sand Rat [ Wed Jan 04, 2012 5:08 am ] |
Post subject: | Re: Dynamic water |
Intriguing. I assume you've already tried using smaller blocks and found them lagtastic? |
Author: | Mehman [ Thu Jan 05, 2012 12:44 am ] |
Post subject: | Re: Dynamic water |
weegee wrote: Spectacular. Even flooded brain cave when I dug through reservoir Thanks Miggles wrote: Mehman I honestly want to know why you don't work for Data Realms yet. Amazing. Just amazing. Because they didn't ask me to, and thanks. The Fat Sand Rat wrote: Intriguing. I assume you've already tried using smaller blocks and found them lagtastic? Indeed. |
Author: | ryry1237 [ Thu Jan 05, 2012 1:52 am ] |
Post subject: | Re: Dynamic water |
Have you ever tried using round or triangular sprites for your water? Or maybe roundish triangular sprites? edit: also, what exactly does changing the mass of an object to negative do to said object? (yea I know this isn't the mod making forum, but I'd just like to ask an experienced person) |
Author: | Miggles [ Thu Jan 05, 2012 1:54 am ] |
Post subject: | Re: Dynamic water |
Considering that the water doesn't overlap (at least I don't think so..), that would cause it to look really weird. |
Author: | Shakatuko [ Thu Jan 05, 2012 12:54 pm ] |
Post subject: | Re: Dynamic water |
You can't make it become particles instead of glows? Because glows are the most laggy thingies in my CC. It doesn't matter how many particles, but glows ruin my game. It doesn't matter how many "lag updates" you make, it always stay laggy. |
Author: | ModTester [ Thu Jan 05, 2012 7:03 pm ] |
Post subject: | Re: Dynamic water |
Really good mod, just one small question: after the water has spawned is there any way of removing it? |
Author: | carriontrooper [ Fri Jan 06, 2012 4:22 pm ] |
Post subject: | Re: Dynamic water |
Shakatuko wrote: You can't make it become particles instead of glows? Because glows are the most laggy thingies in my CC. It doesn't matter how many particles, but glows ruin my game. It doesn't matter how many "lag updates" you make, it always stay laggy. Well, problem is, particles won't have transparency, and could sometimes stick to terrain (just look at rocket smokes/explosions, sometimes it stays on the terrain and can't be removed). It's probably because of the terrain-sticking that Mehman chose glows instead of particles or mosrots. You could just replace the glows with a 1x1 one if you want, it'll probably reduce lag but won't be as visible. Alternatively, make the glow image smaller or something. |
Author: | whitty [ Sat Jan 07, 2012 7:02 am ] |
Post subject: | Re: Dynamic water |
Shakatuko wrote: Because glows are the most laggy thingies in [my] CC NO THEY ARENT Shakatuko wrote: It doesn't matter how many particles, but glows ruin my game. NO IT DOESNT Shakatuko wrote: It doesn't matter how many "lag updates" you make, it always stay laggy. FALSE Sincrerely, Whitty, King of Glows. Anyways, Nice mod OP. |
Author: | Mackerel [ Sat Jan 07, 2012 5:29 pm ] |
Post subject: | Re: Dynamic water |
Quote: Sincrerely, Whitty, King of Glows. I'll vouch for you on that. |
Author: | Shakatuko [ Thu Jan 12, 2012 12:59 am ] |
Post subject: | Re: Dynamic water |
whitty wrote: Shakatuko wrote: Because glows are the most laggy thingies in [my] CC NO THEY ARENT Shakatuko wrote: It doesn't matter how many particles, but glows ruin my game. NO IT DOESNT Shakatuko wrote: It doesn't matter how many "lag updates" you make, it always stay laggy. FALSE Sincrerely, Whitty, King of Glows. Anyways, Nice mod OP. I'm talking about MY computer. Not YOUR computer. I'am a poor guy with a poor family, When we get money we just pay bills, we don't just go and buy a new computer so then my CC can run this mod. Dude, I really like your mods, but I didn't knew you were like that, insulting poor people. Well, if you tell me you are not insulting poor people, sorry, because to me, that was some insult. |
Author: | nicolasx [ Thu Jan 12, 2012 2:51 am ] |
Post subject: | Re: Dynamic water |
This isn't going to come across how I mean it, are you dumb? I mean have you ever played his mods? It's an inside joke with some of us who have actually played his mods... Play them please before you start making accusations. Sorry for rant. Awesome mod mehman, although I hope to see some new support for new types of coding possibilities in the new builds, this is very nice until then |
Author: | xenoargh [ Thu Jan 12, 2012 6:52 am ] |
Post subject: | Re: Dynamic water |
Took a look at this. Seems like a really expensive way to do this. There's a lot of math being run each frame for this and it spawns a plethora of managers, when there should only be one, ever. Just making sure that only one manager ever exists should speed things up considerably. But mainly I'm not sure that this is taking on the issues in an efficient way. Water in a 2D world is pretty simple stuff. Each water pixel should just follow some simple rules: If velocity < some threshold... If air below, move down a pixel. If air beside, small chance to move sideways. If air beside and water beside, strong chance to move in direction away from water. Else do nothing, let the physics engine handle the behavior, because somebody just shot it or is swimming or whatever. Doing stuff like waves would get really complex, of course, and so would any complex attempts to model fluid dynamics, but none of that is necessary for a reasonable sense of basic water. Should pretty much cover it, really; actors can then displace it, if the mass per pixel is kept really low, shots can displace it, and a lot of the math goes away. If it's vaporized, it should just respawn; if it leaves the map edge, then it's permanently lost. |
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