Author Topic: I wish Blockland had dynamic bricks...  (Read 3571 times)

incidentally, this is pretty much the reason roblox is a laggy piece of stuff
our current system is incredibly efficient and gets the job done very well; any changes like this would be compromising that

incidentally, this is pretty much the reason roblox is a laggy piece of stuff
our current system is incredibly efficient and gets the job done very well; any changes like this would be compromising that
I don't think so, I just think they don't how to code efficiently or at the time Roblox was first developed (whoever coded it) didnt have a lot of expierence because recently they have been "recoding" or optimizing things such as brick loading and Performace optimization.

That doesn't make it not ambiguous.

Ambiguous: Something I wish Blockland had...
We don't know what the topic is about. We just know you have an idea.

Not ambiguous: I wish Blockland had dynamic bricks...
We now know what the topic is about.

I see what you're getting at. Fixed it.

Well we already have buildable elevators and vehicles, or the closest we're going to get to them

Exactly. That's as close as we're going to get with the current system. If the bricks were able to, you know, move or at least had the OPTION to be able to move, so much more could be done without having to download specific add-ons.

...If the bricks were able to, you know, move or at least had the OPTION to be able to move, so much more could be done without having to download specific add-ons.

the only bricks that are able to move are Xalo's Elevators, but they're really hard to make

the only bricks that are able to move are Xalo's Elevators, but they're really hard to make

Which is why it would be nice if Badspot could develop a user-friendly system to make things active.

the only bricks that are able to move are Xalo's Elevators, but they're really hard to make
haha no there not, they're just inefficient because they're static shapes, static shapes start to get laggy like 20x faster than bricks so that means way less bricks

Blockland can't and wont probably ever have dynamic bricks for a long time for a good reason.

The thing you call "the grid" is really "the octree"
AFAIK the octree is just for fast information storing, so when deciding which faces to use, you use the octree to determine where the brick is and what is around it. If you change the rotation of the brick... that could add hundreds even thousands of more calculations to determine face occlusion.

Yeah, but I think the grid should be loosened.

Don't hate me for saying this, but I kind of like the physics setup that ROBLOX has.



Who are you....

Blockland can't and wont probably ever have dynamic bricks for a long time for a good reason.

The thing you call "the grid" is really "the octree"
AFAIK the octree is just for fast information storing, so when deciding which faces to use, you use the octree to determine where the brick is and what is around it. If you change the rotation of the brick... that could add hundreds even thousands of more calculations to determine face occlusion.

Well, in that case, how can other games have systems that are a thousand times more complex and not run slow?

Who are you....

That's the second time someone has said that to me.

What is that supposed to mean?

Well, in that case, how can other games have systems that are a thousand times more complex and not run slow?
Their engine.

Keep in mind that bricks are placed by users anywhere they'll fit.

Also consider that you can have up to 256,000 bricks in Blockland. The games you're referring to I'd think would have a limit of X at far less.

I doubt you're talking about any voxel games because those aren't more complex.

I'm sure Torque can handle more than what it's already doing.

I'm sure Torque can handle more than what it's already doing.
Ha.

Sure, I guess, if you wanted to optimise it.

v0002 did have 'dynamic bricks', which could still be done in retail (though a public mod doing this would be failed most likely), but they were a lot slower. I don't think anyone can deny that they were neat to have move, though.

Well, in that case, how can other games have systems that are a thousand times more complex and not run slow?
Because while these games are 'thousands times more complex', Blockland uses 'thousands times more objects'. Other game developers manually do occlusion to their models because those models will never move. Because of Blockland's dynamic building system, we need automatic occlusion in order for the game to run as fast as it does with as many objects it can have.

Make a 200,000 brick build and compare your FPS to spawning 200,000 generic crates in G mod or any other sandbox game or game with a level editor of some sort. I bet a majority of them don't even let you. Voxel-based games don't count for the obvious reasons.

Because while these games are 'thousands times more complex', Blockland uses 'thousands times more objects'. Other game developers manually do occlusion to their models because those models will never move. Because of Blockland's dynamic building system, we need automatic occlusion in order for the game to run as fast as it does with as many objects it can have.

Make a 200,000 brick build and compare your FPS to spawning 200,000 generic crates in G mod or any other sandbox game or game with a level editor of some sort. I bet a majority of them don't even let you. Voxel-based games don't count for the obvious reasons.

Yeah, a lot of games don't allow as much freedom as Blockland does, but still, like I said before, I'm sure Torque could be doing more.