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Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
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Re: Hydrodynamic Challenge!
Camalaio wrote: Umm... things getting deleted by other users does happen in the actual world. Just because lots of people use it for an excuse doesn't mean every instance of it is a lie. This would be one of those cases that it's not a lie. yup O K Quote: How many programming languages do you actually have semi-decent experience with?
Cool trolling bro. Too bad you haven't proved you know anything to anyone who knows what you're (trying) to talk about. Quote: There are languages out there that do not support 2D arrays Even terrible garbage like ruby on rails supports 2d arrays. If it doesn't support 2d arrays it shouldn't be considered a programming/scripting language. Quote: We're not aiming for perfect physics here. This pretty much shows the entirety of what you've been making is useless to anyone who wants water and not what we already have. Quote: I've ran all my tests, my methods were faster. Take it and believe it, maybe try to code it yourself and see the results, or start an argument and get nowhere with water in CC. It's your choice. Yeah OK I'll believe some stuff posted by some complete stranger who hasn't demonstrated any knowledge at all. Quote: I'm working on a new method now anyways. I've done a few tests today, and it is much faster to have an external program collect values from CC, run through and calculate everything with optimizations not possible on the Lua level, and pass back the new values for velocities or positions. No it isn't, that's completely inefficient. Quote: There's still a few bugs to work out though, lost data, things not being transmitted fast enough, etc. Good luck coding it in ASM to avoid those bugs. Quote: If that can work flawlessly, water particles are very near. (If I hear one person scream that this is impossible, I hope to prove you wrong soon enough.) I think you mean milk gone bad is very near. This guy, oh man wrote: NOTE: I am not going to be online for a few weeks in a couple days. School and family complications. I'll try to sneak on at some point though just to check in. I love it. wrote: I hope to prove you wrong soon enough. Cool story, bro. wrote: water particles are very near. What you're going to do: wrote: get nowhere with water in CC. Substantiate something before you make another post.
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Sun Mar 29, 2009 8:34 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Hydrodynamic Challenge!
Geti wrote: yeah it could, though what would you want to do with that? like auto-limiting the amount of particles? and yeah, i'll get working on a way that's less half-assed. do you mean instead of inverse-gravity repulsion i should just make it do "if within 3px, repel with 1 velocity"? Yes, that'd be great.
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Sun Mar 29, 2009 3:48 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Hydrodynamic Challenge!
zalo wrote: Will you be the first to code Dynamic Water into CC? A dream that has been long sought after could come true if YOU use the power of Lua to program Dynamic Water into Cortex Command! Interested? Then we have the tools for you! Introducing our new: Hydrodynamic Creation KitThe Kit Includes: 1 Water Sprayer w/ Cool Water Particles 1 Specialized Water Testing Scene with added Lua functionality. All you have to do is replace the code that makes the water fly to the sky, with code the makes the water repel other water particles in such a way that it mimics water, in a certain radius and you've won! It's that easy! Think you've got what it takes? Download the kit and see for yourself. Im up too your Challange! im fairly good with pesudo-fluids, ive done it before. Ie: my game lafesim http://www.mediafire.com/download.php?qmtoeg5mqln
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Fri Apr 24, 2009 2:17 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Hydrodynamic Challenge!
The major issue I see is optimization.
You might be able to program in a good fluid, but it will do no good if it lags. Like recursive gibbing class lag.
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Fri Apr 24, 2009 6:07 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Hydrodynamic Challenge!
You being able to make a game does not mean you understand everything about coding. Anyhow, if anyone was to make dynamic water, would we fall through the water particles? Or would we die from MO-MO collisions?
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Sat May 02, 2009 3:19 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Hydrodynamic Challenge!
Well ideally, heavier actors would sink to the bottom whilst lighter actors would float.
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Sat May 02, 2009 5:48 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Hydrodynamic Challenge!
hey, i've done my bit here so far (lazy bastards never post anything <_<) but maybe i can do something more interesting with the stuff i've learned working on the movement AI for kingassault (once i get it actually working, rather than psuedoworking i'll post it), but for the moment the way i'm doing it lags like a ♥♥♥♥♥. and the fact that we're doing two for loops at the same time is why...
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Sat May 02, 2009 11:30 am |
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saltydog81
Joined: Sat Apr 11, 2009 6:28 am Posts: 99 Location: Whidbey Island, Wa
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Re: Hydrodynamic Challenge!
i have a thought on this and maybe im wrong but couldn't you make the particles act like water for just a skim layer at the top and color fill the rest? i think this would reduce lag the darker blue represents the dynamic skim layer the light blue is just a fill but could have physics that effect your actor like traveling through water
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Thu May 07, 2009 2:08 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Hydrodynamic Challenge!
does anyone have my old version stored away somewhere? i've just realised i deleted it ><
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Thu May 07, 2009 4:55 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Hydrodynamic Challenge!
411570N3 wrote: Well ideally, heavier actors would sink to the bottom whilst lighter actors would float. Water displacement and buoyancy is NOT a function of mass. I guarantee you aircraft carriers weigh slightly more than your typical coalition clone yet THEY FLOAT FINE.
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Thu May 07, 2009 2:14 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Hydrodynamic Challenge!
Well, Buoyancy is a "function" of density, which is a combination of Volume and Mass. Now I suppose I could've done better in the floaty department, because I had access to the Sprite Offset (which is always the center of the sprite), and I had access to the mass of the object. So I could've calculated density from that... Also, the amount of buoyant force pushing up on an object is equal to the weight of the water displaced. So bigger objects which displace more water, but don't weigh as much as water, float, while smaller objects which displace less water, and weigh more than the small amount of displaced water, sink. Same goes for all fluids, such as "air". Balloons don't weigh as much as Air per Volume. And yeah, I know that using Sprite Offset to Calculate Volume won't always make perfect results, but it's better than some of the alternatives (if there were any cost effective ones).
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Thu May 07, 2009 2:36 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Hydrodynamic Challenge!
talking aboot buoyancy now then?
can you access the charheight variable in lua? I've never really looked into the variables you can access from an actor.
If you you can, take charheight as a rough height then divide that by the mass (I know it's not volume, but width and depth are impossible to get (for starters the game doesn't show actors exactly from the side), or you could sub in a pre-set value for width and depth). and there you have simple density, if you can't access it then this idea is screwed and should just be ignored, or you could ask data to do something.
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Thu May 07, 2009 3:58 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Hydrodynamic Challenge!
Ah, but the CharHeight is the same for all standard CC actors. Dummies, Robots, Ronin, Coalition. Sameness.
And it could only be applied to Actors.
Multiplying the Sprite Offset by 2, and then multiplying them by each other is a much more accurate method of obtaining the Area.
The reason they usually say "Volume" in depth equations is because we live in the 3rd Dimension. But where Cortex Command lives, it is only the Second Dimension. Therefore, the "Depth" is 1, and does not otherwise affect the calculation of the Density.
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Thu May 07, 2009 9:28 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Hydrodynamic Challenge!
Wouldn't there be a Lua command or something that could interact with the atomgroup? Otherwise a giant blob would react the same as a cross with one pixel lines. And then there's actors with different spriteoffsets...
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Fri May 08, 2009 8:34 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Hydrodynamic Challenge!
it's funny I had a dream I coded this in CC this morning, and it ran without lag in a huge pool and I made an actor jump in it and a crappy splash was produced, and he slowly sank to the bottom, then I posted a gif to the forum and I had loads of replies saying it was fake. must have been thinking about it too much last night.
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Fri May 08, 2009 7:40 pm |
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