Hi
Im a indie developer and i am planning a project with destructable terrain and fluid.
I was wondering how it is possible in Clonk to process such giant landscapes with water and earth with such a perfect framerate.
Coul somebody of you explain me how it works? I would look the Code up by myself, but I am not familliar with C++ (Im C#-Coder)
Thanks
zorry
Im a indie developer and i am planning a project with destructable terrain and fluid.
I was wondering how it is possible in Clonk to process such giant landscapes with water and earth with such a perfect framerate.
Coul somebody of you explain me how it works? I would look the Code up by myself, but I am not familliar with C++ (Im C#-Coder)
Thanks
zorry

I can not say much about the drawing or the liquids, though - maybe someone else can explain that :)
(Our ultimate goal is to have polygon-based landscapes by the way. Those work a lot better with zooming and certain stuff (for physics))
I also thought about polygon based landscape, but i will have a lot of liquid, so this would lag very much ;)
Yea what i really need to know is how the "moving" materials work. like water and sand.
Yea what i really need to know is how the "moving" materials work. like water and sand.

[Edit]
Can't find it anymore, the best thing is probably to ask one of the engine-devs about the massmover and PXS.

This method grows linearly in the number of border pixels. that's why flooding a small tunnel below an ocean is not a big issue. When huge oceans flood into huge caves, however, the framerate goes down.
PXS are loose, single pixels like rain or snow. They are not written into the landscape memory while they're moving (falling or sliding), but calculated and drawn from a separate list. When they reach the surface, they are converted into regular landscape pixels.
This means you cannot "swim" in rain pixels or be blocked by snow pixels, even if the precipitation is very dense.
Thank you very much!
I think this is what i was looking for.
I will try it and respond after
I think this is what i was looking for.
I will try it and respond after
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