Author Topic: Since ROBLOX has brick physics, shouldn't Torque and Lua switch places?  (Read 2876 times)

It's a pretty simple explanation. Blockland is client sided, yet it runs on Torque. Roblox has partial real-life physics built into pretty much everything, but it runs on Lua. In Blockland, if you build some bricks in an about-to-fall position, nothing happens. But in ROBLOX, if you build a bridge with bricks stacked up in the starting pont, the torque will increase on the bridge, and eventually fall because the starting point is the only point where there are bricks stacked up.

Nah, our bricks are just stronger.

lua =/= physics

Also I've heard Lua isn't the best scripting language so this is a terrible idea (although I do support physics, just not done with Lua)

That is the dumbest thing i've ever heard.




Also, would you really want our bricks to collapse all the time?

This is a building game, not a physics game.

If you fake kill a tower, wouldn't it lean and fall over?


Just like they did at 9/11


As has been said in this thread already, lua doesn't have anything to do with physics. We are using the Bullet engine for our brick physics, and it could just as well handle actual server sided physics, not just client sided physics. The bullet physics engine has been used in everything from games on the PC, Xbox, Wii, and PS3, to big budget films. We don't have brick physics because it was a there was a conscious design choice made not to include them, not because we aren't using lua. Lua is not a magic programming language written by the god of computers, where you can literally type "physics plz" and the game will automatically become the most realistic physics simulator in the universe with no effort on your part.
« Last Edit: May 14, 2011, 12:22:50 PM by Wedge »

It could possibly lag more. and besides,
This is a building game, not a physics game.
As has been said in this thread already, lua doesn't have anything to do with physics. We are using the Bullet engine for our brick physics, and it could just as well handle actual server sided physics, not just client sided physics. The bullet physics engine has been used in everything from games on the PC, Xbox, Wii, and PS3, to big budget films. We don't have brick physics because it was a there was a conscious design choice made not to include them, not because we aren't using lua. Lua is not a magic programming language written by the god of computers, where you can literally type "physics plz" and the game will automatically become the most realistic physics simulator in the universe with no effort on your part.

This is a building game, not a physics game.
That is a horrible reason, server side physics would be a great addition to Blockland if they could be implemented without any problems.

By that argument, Blockland shouldn't have any deathmatches.