Author Topic: A Gravitational Effect  (Read 1021 times)

Gravity exists
So now we have physics
though it is hardly realstic, someone should make a mod that makes physyics more realistic
Like if the beams of a bridge fell in blockland - it wouldn't do stuff
In real life - the entire build would collapse.
This could be fun for things like blow down the bridge.
Also
1 brick holding up a 64x cube brick would collapse - please be realistic about this.

Have fun figuring out how to do that. See you once you redesign the Source engine.

This would be ridiculously absurd in how much stuff it would render impossible
Especially spacebuilds with starships, it would then be impossible to build any because they would all fall to the ground
"Oh well, let's all hold a funeral for the argos!"
plus i doubt the game engine could support such stuff anyway
« Last Edit: December 02, 2011, 10:00:13 PM by Planr »

Brick physics is client side, and only those with access to the game's source can modify it. A whole system of physics applied would be a major, and problem causing upgrade. Imagine all the builds that would be broken?

Implementing this kind of thing into a Torque game would be ridiculously hard. Interesting concept though.

I mean like
you know how if you admin wand a brick holding another brick up, that brick also gets destroyed.

Why not have that for fake killing to. It can't be that hard.

you would need to manually assign a "stiffness" variable for EACH AND EVERY brick to tell how much weight the brick could hold.  There would be so much lag unless you were using a super computer when there are more the 1000 bricks.
It would be nice to have if it was easy to implement and could be toggled.

I mean like
you know how if you admin wand a brick holding another brick up, that brick also gets destroyed.

Why not have that for fake killing to. It can't be that hard.

Because that is simply doing a tree check. If you notice, a large amount dying at once can be very bad for the FPS. Torque isn't a nice engine in terms of physics, and pushing the limits of that isn't recommended. What you're suggesting, though, is that you factor in stresses. You could do this with some similar brick size to weight calculations, but factoring this for ever brick made or destroyed would be less than ideal. Broken bricks are only client side, and as such you could not simulate one falling into another structure and damaging it because the server isn't recording the motions exactly the same and could cause calculation mishaps.

Again, Torque wasn't built fir this.

And how would you build stuff? Your builds would collapse while you are working on them.

If you put a big brick on a small brick in real life it won't just fall off.

If you put a big brick on a small brick in real life it won't just fall off.
this here man knows what he's talking about.

Could be done with events, but it would be hard as forget to apply every event to every brick. Unless you just package onPlant and make it apply some relay events. Could do onLoadPlant, as well.

Code: [Select]
onRelay > Self > fireRelayUp
onRelay > Self > fakeKillBrick [#]

That would be the events. To collapse it, just put something that fires relays. This is the really simple version, but like zmaster said, you'd need to apply a variable to every single brick. You'd also have to raise the schedule quota to at LEAST the amount of bricks you're planning on building, or just make it 128,000. I may try to make a collapse script later, but it would be very basic and probably inefficient due to the sheer amount of bricks.

This reminds me of Roblox. Just the kind of physics I remember seeing in that game

There should be an input event along the lines of "onFakeKilled" or something like that. So you can event the beams so whenever they are fake killed, a named brick (the bridge) will be fake killed also. That's as close as we can get to the first part of your suggestion.