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Author Topic: Easy and intuitive SAND physics suggestions  (Read 36149 times)

truckman1

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Re: Easy and intuitive SAND physics suggestions
« Reply #120 on: November 14, 2010, 01:05:46 am »

Wouldn't snow be easier to deal with since it's water so it kind of sticks to itself? Like, its coolness keeps it frozen and therefore stationary, or something.
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Spoiler (click to show/hide)
That's the point, it wouldn't be as fun to crush their souls if they didn't have souls to begin with.

Draco18s

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Re: Easy and intuitive SAND physics suggestions
« Reply #121 on: November 14, 2010, 01:20:17 am »

Wouldn't snow be easier to deal with since it's water so it kind of sticks to itself? Like, its coolness keeps it frozen and therefore stationary, or something.

Eeehh...not really.

There's "four" kinds of snow,* and the dry powdery stuff most certainly does NOT stick to itself.

*There's four classes of snowflake, but upwards of at least 10 types of snow, just in how it forms.
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The Phoenixian

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Re: Easy and intuitive SAND physics suggestions
« Reply #122 on: December 11, 2010, 05:45:55 am »

I have to say that I really prefer treating it as x/7, with both a slip face (determining what sort of ramps it forms), and a separate setting for what difference can be walked over. Why? Because it would make it really easy to add further fluids like this to the raws. For example, sand could be described as something like:

Spoilered for length by Phoenixian
Spoiler (click to show/hide)

Not really complete, but gives the basis for a system to mod in new materials. Some bits of it would have to be improved, of course, and I wouldn't expect this syntax to be used, but it gets the point across, right? Would require some setting to treat fluids like rock or soil, for the purposes of map generation, as well, which would allow for underground deposits of fluid or gases. The interactions would also have to be greatly improved; too much interconnectedness. Maybe a general setting, and then some for special cases?

Also, I'm not familiar with the raws. At all. Though I plan on starting to mod soon. So please don't tell me that the syntax I've used is entirely wrong; attack the idea, not how I'm getting it across.

Stepping in as the random idiot, (who hasn't really read past page 4) I have a thought here: Much of the interactions here could be handled with physics tags rather than specific interactions:


Sand's interactions with magma and water can be replaced by the certain physics tags. Like so:

[SEMILIQUID]
[INSOLUBLE] Won't mix and react with other liquids. Other liquids and solids could have their own solubility groups but that's for another topic.
[POROUS] Liquids will flow though sand but at greatly reduced speed and no pressure
[SEMI_STABLE] You can build workshops and furniture on it, as long as the structure isn't so dense as to sink through. Won't support constructions and land tiles though.
[SLIP:2]
[RAMP:2]
[PREVENTS_MOTION:4]
[DROWNS][CRUSHES]
[DENSITY:2634] I'm guessing that this translates to 2.634 g/cm3 so it sinks in water (and maybe floats on magma?)
[FREEZES:NONE]
[STATE_CHANGE:GLASS: 12970] Silica sand (which I'm, basing this off of.) melts pretty hot but once it melts, it's not really sand anymore. Hence the "state change" bit.
[BOILS:NONE]
[TEMPERATURE:BY_ENVIRONMENT]

aaaaaaaand you start making something and just keep adding stuff even if it isn't relevant to your point. [eyeroll] (I removed the explanations on what I just copied over. That stuff is in the spoiler.)
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Draco18s

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Re: Easy and intuitive SAND physics suggestions
« Reply #123 on: December 11, 2010, 02:12:43 pm »

The real problem is data storage, not how the game tracks interactions (if Powder Toy is any example of how complex reactions can get).  The map currently uses a single nibble (that's half a byte for you non-techy people) to store water and magma.

When you allow two fluids (or semi-fluids) to mix you can't say "this tile is sand" or "this tile is water," because the tile might be 3 parts sand, 2 parts water, 1 part oil, and 1 part blood.
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TolyK

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Re: Easy and intuitive SAND physics suggestions
« Reply #124 on: December 11, 2010, 03:30:45 pm »

well 1 byte including... hmm... *

Spoiler: Scheme #1 (click to show/hide)
and we can redo the system to use up to 16 different liquids with 4 different levels in 2 bytes

OR:

Spoiler: Scheme #2 (click to show/hide)
8 liquids in up to 5 levels in the same 2 bytes. also includes some free space for a value of some sort.

*Note that i just wanted to show the position of the bit, this is NOT hexidecimal.
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Draco18s

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Re: Easy and intuitive SAND physics suggestions
« Reply #125 on: December 11, 2010, 04:51:00 pm »

Two bites is 4 times as much data as 4 bits.
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TolyK

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Re: Easy and intuitive SAND physics suggestions
« Reply #126 on: December 11, 2010, 04:56:27 pm »

I know, options to toggle. this would mean fps murder I know, but... hey. (well 1 byte for 4 liquids would still be cool)
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