Poll

Good Idea?

Yes
7 (53.8%)
No
1 (7.7%)
Maybe.
5 (38.5%)

Total Members Voted: 13

Author Topic: Blockland Explosion Physics  (Read 1433 times)

Alright so. You know how when you throw a grenade or whatever. The explosion effects a person on the other side of a wall. Same for Rocket L's or any other type of explosion.

Since V21 is coming out soon and Physics are being upgraded is this possible?

 Like. Lets say you're in a room(Small) and you throw a HE Grenade. It only effects inside that room. Doesn't go outside like through the bricks.

Sorry for bad description. But do you think this is possible, Badspot/Kompressor. If so. That would be awesome :D

it would still work, all v21 is going to do is remove interiors and terrains, and add shaders
kompressor never said it would remove ANYTHING from the physics stuff,
AND, the "physics" are most likely to be for vehicles
(koona-motota plays: theres now worry....)
« Last Edit: June 18, 2012, 11:59:46 PM by TheABELBOTO »

It would need to be entirely projectile based.

there are probably effective ways of doing this without a bunch of raycasts all over, but would probably require an engine change to do effectively. explosion cover is probably best done by the devs, though it probably won't ever happen

Just an idea. Figured it would be pretty cool.

The frag grenade from RTB does just this. Small explosion, with projectiles to keep it contained.

The frag grenade from RTB does just this. Small explosion, with projectiles to keep it contained.
Ya. Thats why I use it on my server.

Just an idea. Figured it would be pretty cool.
well, if this is so, i can FINALLY release my sticky jumper:
(looks like dis)

Could you do a containerRadiusSearch, find the bricks in the explosion area, and see if any are in between the player and the explosion?

Could you do a containerRadiusSearch, find the bricks in the explosion area, and see if any are in between the player and the explosion?
Could you check 100s of bricks and distance between all players every time somebody fires a splash damage projectile in a deathmatch...

Sounds like a good idea.
/support

Could you check 100s of bricks and distance between all players every time somebody fires a splash damage projectile in a deathmatch...
Who said anything about all the players? Obviously the check would find candidates that would actually be harmed by that explosion, and only bricks that would be in the radius

So basically you want brick to be rigid bodies?
That's CPUicide.
But would make creating cars out of bricks entirely possible

Fire a bunch of short-lived invisible(?) projectiles in a spherical pattern? Maybe each one does a somewhat small amount of damage, but being close to the origin would kill you? Sort of like the frag grenade, but more organized and explosion-like.
« Last Edit: June 19, 2012, 07:05:57 PM by Eksi »

best way might be to find all the players in the explosion, and then fire raycasts to each corner of their collision box and the middle, if any of them reach, do stuff to them
there might be small problems where you could have each area blocked, with a hole to the top of the head or something, but it's less error than just having one raycast to the middle of the player