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 Simple(-ish) idea for water (Yup, another water topic) 
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this is what i meant


Fri Jun 15, 2007 6:24 pm
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My idea was for a new property. Say, MaterialReaction. you could add it to a material like you add gibs to actors, only you specify another material and what material is create when your material touches the other one. Simply, it would let you recreate the "Sand Game". Each material has specific reactions to other materials, i.e. wood spawns fire if it touches fire, water spawns water when it touches water (making it stay together). I don't know exactly how the materials are coded, but it doesn't seem to unreasonable...


Fri Jun 15, 2007 11:39 pm
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There's a lot of stuff the engine doesn't do yet that that would take.

And we still have the teleporting actors issue.


Sat Jun 16, 2007 12:01 am
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Why are people saying this would lag? Take a look at 3dsand. It has water. AND IT'S 3D! It doesn't lag. Unless your computer is a complete piece of ♥♥♥♥, 2d water is plenty possible without lag.

Lag isn't the problem here, really. Data having to take the time to code and recode a lot of stuff is the problem.


Sat Jun 16, 2007 12:17 am
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I've never HEARD of 3dsand, give a link please?

And yes, water would require further changes to the rebuilt physics.


Sat Jun 16, 2007 12:18 am
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http://fallingsandgame.com/viewforum.ph ... 2246854ddf

Thar it is. It's crappy looking water, I admit, but it uses the same principle.


Sat Jun 16, 2007 12:29 am
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[2D liquids that pool are completely possible, another example is "Clonk Planet" (even though the water doesn't equalize pressure...] also, they could be another set of resources, and also alter the landscape.

Acids would obviously destroy the land or whatever contacts it, and oil could catch fire if "heated" enough, and water could soak into the surrounding dirt and turn it into mud, which slows anyone who walks in it and makes them sink (slightly) Ta-da! Instant strategic tools. Oh, and also swimming through the stuff would be interesting...


Sat Jun 16, 2007 12:50 am
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I'll give you guys an example of my idea for water.

Basically, any MOpixel for which WillPool = 1 will be completely stationary if it is touching either terrain or other MOpixels on both sides and the bottom. if not, then it will slide/ bounce around like normal. That way, the computer can render most of your pool as a single stationary slab (although it would still keep a low degree of track on it), and the ver top pixels would be the only ones that it would have to predict movement for. The stationary MOpixels would only start being paid attention to when something fell into the water and disturbed them. In other words, the only possible lag you would get, would be when something fell into the water, and this would even be reduced somewhat. This, coupled with eventual hardware enhancement, could allow the game to possibly run lag-free and still have dynamic reactive water.

As far as falling sand style reactions go, I think the only type we would need or want would be flame. Other reactions could create interesting effects, but I don't feel that it fits the overall mood of the game.

Also, how flame could work; Pixels set with WillBurn = 1, once 'lit', will spawn pixels that 'fall' upwards and have slight sharpness. thus, flame would be simple, but it would work within the game's restrictions. The flame pixels could light anything flammable that they touched on fire (perhaps with a percentage chance that you set for the material). I'm sort of half-and-half about whether I want fire or not. I want water more, and water would fit more with the current engine. Fire would be cool, but only if it can be done in such a way that it doesn't subtract from the overall game.

On the side, though, I think it would be cool if Data built a little falling sand game thing based on stacking MOpixels. It would allow for things like explosions and splashes that the current ones (non-browser ones) don't. Just a side idea.

Posted after 3 minutes 29 seconds:

I just had an idea... would it be possible to fake water if we use a bunch of non-exploding TDExplosives or MOSRotating particles? They could be lots of little blue shapes (most likely triangles or squares) that didn't come to rest. Since we wouldn't need as many of them, they might not lag, at least on better computers. I wouldn't suggest walking on such a thing, but I feel like trying it...


Sat Jun 16, 2007 4:43 am
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I had something like that at one point, I deleted it though.


Sat Jun 16, 2007 4:44 am
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Has anyone tried to make something that actually sprays water? (Water water, not water as a bullet)


Sat Jun 16, 2007 2:43 pm
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Maybe he could code in a water body that uses a kind of skin of single vertices a few pixels apart with a spline connecting them, a bendy line if you will. Would take a lot more coding and I'm sure water isn't Data's main concern.


Sat Jun 16, 2007 4:48 pm
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ProjektTHOR wrote:
Has anyone tried to make something that actually sprays water? (Water water, not water as a bullet)
You have make water the bullet... otherwise it won't spray anything... unless you just mean not having water shoot out at high speeds. In build 13, there was a Super Soaker mod. It looked pretty good, although the water didn't pool. I can put it up here if anyone cares to convert it. It sprayed just enough water to push on actors and make them die from the pressure. a big amount of recoil though...


Sun Jun 17, 2007 5:21 pm
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Post Re: Simple(-ish) idea for water (Yup, another water topic)
cliftut wrote:
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.


Why not have FSG level particle interactions? You would be very surprised how much you can accomplish with 255 elements, 4 way particle interaction, creativity, and time.

Examples:
Fully Functional LCD display that counts up indefinitely, from hundredths of a second to hours:
http://fallingsandgame.com/viewtopic.php?t=5091

A fully functional game, complete with scoring, levels, multiple weapons, ammunition counters, and moving enemies.
http://fallingsandgame.com/viewtopic.php?t=5055

A clone of Word, complete with QWERTY keyboard, and numpad.
http://fallingsandgame.com/viewtopic.php?t=4792

A simulation of both water pressure, material density, viscosity, and pumps:
http://fallingsandgame.com/viewtopic.php?t=4949&start=0


Sun Jun 17, 2007 6:21 pm
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This is a shooter, not a pseudo-programming language.


Sun Jun 17, 2007 8:25 pm
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I am not some super amazing coder so just one question. Can you make us water?


Sun Jun 17, 2007 9:09 pm
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