For those interested: PixelJunk Shooter, a more modern game with variable landscape, even fluid simulation. Just mentioning it because I tried to reference it a few times, but didn't remember its name until I happened across the announcement of a successor.
Duh, that looks pretty much like a polygon landscape, don't you think?
The fluid simulation is more or less standard water simulation based on particles I think.
The fluid simulation is more or less standard water simulation based on particles I think.
>Duh, that looks pretty much like a polygon landscape, don't you think?
gogo implement yours! :)
Well, first I have to reference them. Till 3 hours ago, I thought that polygon landscape + destructible has not been done yet.
Does Phun count? You can cut pieces out of polygons and stuff at runtime (though it causes a momentary lag).
Was meaning to mention this to you, but I completely forgot.
Was meaning to mention this to you, but I completely forgot.
Not really, because 1. it's not really a game (not so strong argument) and 2. it's destructible in a different sense of the word: You can remove and add only full polygons, you can't "bite off" pieces of one polygon.
>2.
Yes, you can. Phun as the normal 'biting' tool, and in it's successor, you can even create swords for example and cut things into pieces.
I downloaded the demo and indeed, I can paint and erase material. But where are the other features you mentioned?
The 'cutting' of materials is only available in the commercial version, Algodoo. :/
You may have to switch to expert mode. http://doppelklick.dyndns.org/Pics/Phun-Cut.png
Well, is the fluid simulation that "standard"? I think it looks very good and better then our fluid simultion... Perhaps we can get a bit of inspiration from their system.
Particle-based fluids look good as long as they're gushing around. The problem is that they're lacking one of the most characteristic properties of water: That it can't be compressed. You notice that once you try to manipulate relatively static water bodies. Just try to build a proper pump in phun, you will know what I mean.
That's pretty much the reason why Clonk has two fluid systems as well: PXS for particle-based fluids (which we could probably adapt to behave more like these fluids), and the MassMover for large moving fluid bodies.
That's pretty much the reason why Clonk has two fluid systems as well: PXS for particle-based fluids (which we could probably adapt to behave more like these fluids), and the MassMover for large moving fluid bodies.
I'm actually pretty sure it isn't. It's probably the same as their fluids: particle based, just with static particles. And obviously heavy shader usage to make it all happen.
What do you mean, the landscape is particle-based? Do you mean, analogous to what a landscape only consisting of objects with solid masks in clonk would look like? That would be quite odd, because I can see in the gameplay video that the holes blasted into those destructible zones are quite... round - so those "solid particles" would have to be very small that their removal produces a round hole.
They don't have to be *that* small. You just need to use good interpolation - exactly what I'm trying to do with my shader. I would guess the graphics work by first rendering the particles as small round balls, then applying shaders to "extend" the border until neighbouring particles merge together to get a nice surface.
That would just make a lot of sense:
* they clearly use something similar to get the surface of the water to be lighter
* earth can be created from freezing particle-based lava - having earth as particles makes this a simple particle conversion
* they have to be able to render a full screen full of particles anyway
Note I'm not talking about the non-destructible parts of the landscape. Those *are* probably polygons.
That would just make a lot of sense:
* they clearly use something similar to get the surface of the water to be lighter
* earth can be created from freezing particle-based lava - having earth as particles makes this a simple particle conversion
* they have to be able to render a full screen full of particles anyway
Note I'm not talking about the non-destructible parts of the landscape. Those *are* probably polygons.
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