Simple(-ish) idea for water (Yup, another water topic)
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cliftut
Joined: Mon Dec 04, 2006 3:50 am Posts: 93 Location: pinned under a wrinkle in time.
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Simple(-ish) idea for water (Yup, another water topic)
Ok, here's what I personally think should be done. Data could add a new variable (only one!) that tells a material if it can pool or not; in other words, if the MOpixels will stack and or fill in holes.
For instance;
Code: AddMaterial = Material Index = 160 InstanceName = Water Bounce = 0.1 Friction = 0.01 StructuralIntegrity = 1 >>> WillPool = 1 // 0 = MOpixels can occupy same space at same time >>> // 1 = MOpixels stack on top of one another even while still active DensityKGPerVolumeL = 1.0 GibImpulseLimitPerVolumeL = 15 GibWoundLimitPerVolumeL = 0.1 Priority = 5 Color = Color R = 15 G = 105 B = 145
Then, if you wanted water, you could just set your rounds with a RestThreshold of -500. The low friction of water would allow water MOpixels to slide across the top of one another and create a passable pooling effect. Also, with the improved MOpixel physics for build 14, when you jumped into this "puddle", you would actually make it splash! Wheee!
With the new physics, I wonder if getting MOpixels to slide on one anther might be possible... maybe not, since it's probably a hardcoded part of CC, but Data should consider this.
Also, if some different types of terrain rections could be created, it would add some things to the game. (i.e. if certain materials could be made burnable.) Maybe add some sort of fire to the game; this could be especially good for the strategy element Data is trying to eventually create. For instance, certain MOpixels that burn when they touch the "fire" MOpixel (or maybe not a MOpixel but something else). Of course, I don't want to go so far as to end up with falling sand game style physics in Cortex Command, but the idea of throwing an "oil charge" into my opponents base and then lighting the oil on fire seems very appealing, no? Or maybe setting up an oil pit in front of your base so that your enemies can't get in so easily.
Perhaps a variable called WillBurn?
Or maybe I should just learn to code so I can make my own game.
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Fri Jun 15, 2007 12:46 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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No, that's actually a simple yet genius idea! I really think Data should take a look at this!
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Fri Jun 15, 2007 1:13 pm |
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Diseased
Joined: Thu May 31, 2007 11:55 am Posts: 5 Location: Somewhere.
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I agree, the inclusion of water (and even drowning) would be spectacular.
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Fri Jun 15, 2007 2:40 pm |
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coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
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I think he has probably already thought of that the main problem is that when water becomes available in like lakes and stuff its going to cause major lag and our CPU's are going to be eating up time and spitting out heat causing problems to people until there is Agea PhysX support and then not many people will play it. so instead they are probably going to do something like....depending on how much water there is only the top few feet will be particle water and then like all the rest will act like water but it wont be calculated as a particl would be...you know? oh well.
EDIT: or data could code the water so that only things touching the water effect it so that it dosent have to calculate all of the water, and it would make a realistic splash.
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Fri Jun 15, 2007 3:33 pm |
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cliftut
Joined: Mon Dec 04, 2006 3:50 am Posts: 93 Location: pinned under a wrinkle in time.
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With this method, drowning wouldn't be possible, but it would still be cool.
I just thought... maybe instead of "WillPool", the variable could be called "IsTangible". I was thinking this because it would be nice if pooled water would interact with other MOpixels as well (such as bullets). For example, you shoot the water and it splashes because of the force from the bullet. It wouldn't splash realistically, but it probably would look fine.
So, if IsTangible = 1, then the MOpixels interact with everything, including other MOpixels. If it equaled 0, then it would act the way it does in recent build of CC.
BTW; How does one go about contacting Data anyway?
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Fri Jun 15, 2007 3:36 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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The whole point is just to have a variable somewhere in the code that means willpool.
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Fri Jun 15, 2007 3:39 pm |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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I like this idea, but as other people said, it could probably cause lag.
However, he could get around it by making particles "stick" yogether. Instead of the engine having to calculate individual partivles, ten or so particles would stick together, and it would have to calculate that.
Also, when CC starts to use hardware, then it will run much much faster.
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Fri Jun 15, 2007 3:53 pm |
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GreenGuy
Joined: Fri Apr 06, 2007 1:21 pm Posts: 59 Location: The Green Void
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yeah but with so many mopixels it would LAG.
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Fri Jun 15, 2007 5:34 pm |
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coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
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this is my Idea using this method only the "water" on the top has to be calculated but you cant tell that there is anything but the water particles.
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Fri Jun 15, 2007 6:01 pm |
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Cloud_Strife
Joined: Tue Apr 17, 2007 2:36 pm Posts: 79 Location: school/ home(Northern Ireland)
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or don't have anything like that just ground underneath and you have to walk along the bottom
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Fri Jun 15, 2007 6:04 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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There are 3 problems with that
1. If the liquid is damaging (Like acid), it wont work well cause only a small area will damage
2. What if you want to move the liquid out? Like, drig a tunnel to lead the liquid to another spot on the map? Wont work either
3. Im not sure there is a way to keep particles in mid air without them becoming one with the terrain
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Fri Jun 15, 2007 6:06 pm |
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Cloud_Strife
Joined: Tue Apr 17, 2007 2:36 pm Posts: 79 Location: school/ home(Northern Ireland)
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1 make it have zero sharpness so no damage done
2 it should work
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Fri Jun 15, 2007 6:08 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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1. You didnt understand what I mean
2. Didnt understand either
What he says is that only a small part on the surface is water, rest is just background
So what im saying is:
1. IF the liquid is damaging, when you fall in it you will lose some health and then you WONT die cause there isnt liguid in the bottom, just a big chunk of nothing, so it wont work either
2. If you did a tunnel at the bottom, there will be nothing to flow into it cause the bottom is just a bg, thus, it wont work
The whole pit must be filled with liquid that WONT become one with the terrain no matter what, that may cause major lag because of large amount of particles
Only that way it will work
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Fri Jun 15, 2007 6:11 pm |
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Cloud_Strife
Joined: Tue Apr 17, 2007 2:36 pm Posts: 79 Location: school/ home(Northern Ireland)
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no i was talking about regular dirt
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Fri Jun 15, 2007 6:15 pm |
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coilgunner
Joined: Mon Apr 02, 2007 11:08 pm Posts: 163 Location: Kansas
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Cloud_Strife wrote: no i was talking about regular dirt
blue dirt
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Fri Jun 15, 2007 6:19 pm |
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