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 Simple(-ish) idea for water (Yup, another water topic) 
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Post 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. :-(


Fri Jun 15, 2007 12:46 pm
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No, that's actually a simple yet genius idea! I really think Data should take a look at this!


Fri Jun 15, 2007 1:13 pm
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I agree, the inclusion of water (and even drowning) would be spectacular.


Fri Jun 15, 2007 2:40 pm
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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.


Fri Jun 15, 2007 3:33 pm
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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?


Fri Jun 15, 2007 3:36 pm
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The whole point is just to have a variable somewhere in the code that means willpool.


Fri Jun 15, 2007 3:39 pm
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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.


Fri Jun 15, 2007 3:53 pm
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yeah but with so many mopixels it would LAG.


Fri Jun 15, 2007 5:34 pm
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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.


Fri Jun 15, 2007 6:01 pm
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or don't have anything like that just ground underneath and you have to walk along the bottom


Fri Jun 15, 2007 6:04 pm
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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


Fri Jun 15, 2007 6:06 pm
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1 make it have zero sharpness so no damage done
2 it should work


Fri Jun 15, 2007 6:08 pm
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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


Fri Jun 15, 2007 6:11 pm
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no i was talking about regular dirt


Fri Jun 15, 2007 6:15 pm
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Cloud_Strife wrote:
no i was talking about regular dirt

blue dirt


Fri Jun 15, 2007 6:19 pm
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