I found a game called powder game. It has a gas map and allows blasting with C4, gunpowder or nitro (liquid).
http://dan-ball.jp/en/javagame/dust/
i think such a gas simulation we can implement in clonk, too
http://dan-ball.jp/en/javagame/dust/
i think such a gas simulation we can implement in clonk, too
For most of the reactions in the game: You can already define custom material reactions; you can even add script to reactions.
For wind, you would probably need a density/velocity map.
For wind, you would probably need a density/velocity map.
Awesome :O
I made a perpetuum mobile with fast-spinning-right-click-clockwise :D
I made a perpetuum mobile with fast-spinning-right-click-clockwise :D
Funny game!
I found an exploit, look: An infinite laser beam!
I found an exploit, look: An infinite laser beam!
Attachment: Pantallazo-WebgamePowderGame-webgamessiteDAN-BALL-MozillaFirefox.png (257k)
Great idea, but I think, that implementing this would make changing material engine necessarily, as it supports only solid, sand and liquid materials.
Also I have an idea to fix problem with single pixels. Median filter. When digging/changing terrain other way pixels that are changed, and those around them should get medianed, so there wont be single-pixel lines left.
But yes, material simulation like in Powder Game would be nice, but very CPU-intense. If you could find a way to optimize calculations it would be good idea to implement it.
Also I have an idea to fix problem with single pixels. Median filter. When digging/changing terrain other way pixels that are changed, and those around them should get medianed, so there wont be single-pixel lines left.
But yes, material simulation like in Powder Game would be nice, but very CPU-intense. If you could find a way to optimize calculations it would be good idea to implement it.
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