Author Topic: v11 Physics: Bounce  (Read 8404 times)

Trader PM me the password for your beta testing server. Or else -.- (evil eyes)

He isn't going to let you in his testing server.

idk if someone asked: can the new physic bricks float on water?

Trader PM me the password for your beta testing server. Or else -.- (evil eyes)

Protip: Physics are done on the client, if you are on a v11 server with a v10 client, you see no physics.

idk if someone asked: can the new physic bricks float on water?

Water bricks, yes, but so far the physics bricks aren't moved by river / rapid bricks.

Water, no.


Every teaser you post without V11 being released kills me a little inside.

Um....I don't like it.   Still needs work IMO.

There's WAY too much "shockwave" on the bullet.   And the bricks are too flimsy...like the whole building/walls are just loosely stacked on top of each other instead of firmly cemented in place like I imagine a building should be.   

I feel the bricks bounce around too much too.  Maybe they aren't "heavy" enough?

I'm not an expert or anything....just trying to provide some input.   =)


Still....I'm pumped for V11!  Gonna be epic!

Are physics bricks affected by Torque projectiles? (not just explosions, fire a bullet through a fake-killed wall like that Blender video?)

Every teaser you post without V11 being released kills me a little inside.

Um....I don't like it.   Still needs work IMO.

There's WAY too much "shockwave" on the bullet.   And the bricks are too flimsy...like the whole building/walls are just loosely stacked on top of each other instead of firmly cemented in place like I imagine a building should be.   

I feel the bricks bounce around too much too.  Maybe they aren't "heavy" enough?

I'm not an expert or anything....just trying to provide some input.   =)


Still....I'm pumped for V11!  Gonna be epic!

That video is not of v11.

Are physics bricks affected by Torque projectiles? (not just explosions, fire a bullet through a fake-killed wall like that Blender video?)

Right now, no.  Explosions affect bricks, but every explosion has the same amount of force.  I believe they are fixing so that explosion force is scaled appropriately.  I don't know if they are going to make it so that the projectiles themselves knock bricks around, but I think they are looking into making it so that the projectiles visibly collide with physic bricks that correspond to real bricks that have raycasting enabled.

Right now, no.  Explosions affect bricks, but every explosion has the same amount of force.  I believe they are fixing so that explosion force is scaled appropriately.  I don't know if they are going to make it so that the projectiles themselves knock bricks around, but I think they are looking into making it so that the projectiles visibly collide with physic bricks that correspond to real bricks that have raycasting enabled.
Sounds good.

Would it be possible to make "heavier" and "lighter" bricks in any way other than using the brick's volume, for instance a datablock variable? Special heavier/lighter cube bricks might be useful for some contraptions.


Yes, maybe.
Oh and what makes you think you can decide that?

Would it be possible to make "heavier" and "lighter" bricks in any way other than using the brick's volume, for instance a datablock variable? Special heavier/lighter cube bricks might be useful for some contraptions.

Datablock variables seem like a terrible way to go about this.  Imagine if you wanted to use a 1x2 flat for a metal bar, and you wanted to have various metals of different mass.  You'd have to create a different datablock for every one.  The better way to go about it would be to have a per-brick variable that declares mass, and if the mass variable is nonexistent or invalid, the physics calculation is based on volume.  However,  I'm not sure if this is something Badspot is willing to add.
« Last Edit: February 04, 2009, 01:20:00 PM by Trader »