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| 16 Sep 2013 06:42 PM |
Alright, to give a bit of background knowledge, I just started doing Architectural Design as one of my courses and we are using advanced programs to execute.
I was thinking, maybe ROBLOX could make a different way of building, where you could select it in the studio and you would switch to a new way of building.
For example, I was thinking of one layout that could be like the program AutoCAD, which is used for architectural design. You first create a 2D layout of whatever you want to build, then you go on to give each individual line segment elevation, to then create a nice, neat structure. This layout would be particularly effective for building houses, offices, shops, stores, or even terrain.
I could see many other layouts coming out as well if this idea was to go through.
Of course, I wouldn't expect this to come out any time soon, if at all since the idea would take a lot of time and effort. Even though it would take a long time, I still think this would make a great addition to ROBLOX, attracting many new players, and giving existing users something new to work with.
If you support this idea, please just reply with a simple "Support" and why you think so.
If you can add to this idea, then please also reply. |
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Ulrakid11
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| Joined: 31 Dec 2010 |
| Total Posts: 1587 |
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| 16 Sep 2013 06:58 PM |
| I do see why this could be beneficial to some, but in 99% of scenarios this wouldn't apply. So, although the idea is good, I don't support. |
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| 16 Sep 2013 07:27 PM |
Really?
I could see many popular builders using something like this. |
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| 17 Sep 2013 10:21 AM |
Scriptable.
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Just kidding, but I do not really understand. Furthermore, I do not see how it could work on something like Roblox, where everything is made up of 5 different shapes: Cuboids, Right-Angled Wedges, Right-Angled Corner Wedges, Spheres and Cylinders which are actually Spheres. |
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| 19 Sep 2013 08:57 PM |
Actually, if you wanted, you could create your own meshes.
I don't see how it is not possible considering they made the existing studio.
In fact, I would say my example idea would be easier, since it would only require you to draw lines, give them a texture, color, and shape, then once you're done with the 2D drawing, elevate them all to your preference into a 3D building/shape/structure. |
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| 20 Sep 2013 10:00 AM |
But then you would have a weird solid house with no entrance... And only right-angles would be allowed, unless you use a right-angled triangle or a circle. Once you made the solid house, making an inside would be extremely hard to make (Split the parts into smaller parts).
It could only work for a few simple objects, but aside from that meshes are what you need. |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 20 Sep 2013 11:10 AM |
| One could script this, and a decent enough scripter could make it where you can do more than just right angles, so no support. |
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| 20 Sep 2013 01:12 PM |
@shred1894: Sadly, no non-right angles with about 50 million parts D:
Roblox should make a Triangle part. It would always be anchored and instead of having CFrame, Position and Size, it would have 3 points (one for each corner). Designed specifically for making terrain :D |
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shred1894
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| Joined: 30 Aug 2009 |
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| 20 Sep 2013 07:03 PM |
Unknown, you do realize there are triangle based building plugins?
Like TriangleStudio.lua by Owen0202. |
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| 21 Sep 2013 06:59 AM |
| I am talking about a triangle OBJECT, designed to take up less space than two triangles. Something designed SPECIFICALLY for use in map-building. |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 22 Sep 2013 07:31 AM |
Ah, but think of the lag reduction!
In my mind, this special part has a LOT less properties to worry about:
The following are removed:
Position Rotation Velocity RotVelocity SpecificGravity Anchored ResizableFaces ResizeIncrement FormFactor Shape Size BackParamA BackParamB BackSurfaceInput BottomParamA BottomParamB BottomSurfaceInput FrontParamA FrontParamB FrontSurfaceInput LeftParamA LeftParamB LeftSurfaceInput RightParamA RightParamB RightSurfaceInput TopParamA TopParamB TopSurfaceInput BackSurface BottomSurface FrontSurface LeftSurface RightSurface TopSurface
MakeJoints Resize GetMass GetConnectedParts BreakJoints
Decal Support (Parts would instead be required. As its only a triangle, if support for decals WERE included, it would only apply to half the decal. Which half depends on front or back surface)
And instead you would have: Position1 Position2 Position3
Also, it would have 0 visible width. As the physics engine hates 0 thickness, the back surface has a thickness of 0.5-1 for physics only.
That is MUCH less properties. |
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shred1894
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| Joined: 30 Aug 2009 |
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| 22 Sep 2013 01:53 PM |
Still no point, as not many people would use it or know how to, plus the issue of making this an actual instance, it would take them a long time to make something like this, and nobody would really use it. There are more important things they should update first.
Properties don't make lag either, most lag is caused by poor coding, or tools that have 70+ un-anchored parts. |
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| 22 Sep 2013 01:56 PM |
| Properties WILL cause lag. Might not be much, but if it allows a game to lag less and have half the number of parts whilst still having terrain that is as good, if not better, must be a good thing. |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 22 Sep 2013 02:01 PM |
Not, you have no idea how the Roblox engine works, do you?
As a somewhat hardcore programmer, I know how things work. Properties are just things that make editing objects possible, they don't add lag, except maybe when you create new instances, but at the same time, what you are wanting would add lag because of the complexities of making a triangle that is not only collidable, but stretches in weird directions, which would put strain on rendering and physics. |
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| 22 Sep 2013 02:43 PM |
| Ah, but calculating velocity, rotvelocity and the movement of the part lags, doesn't it? And these are properties I am removing. |
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shred1894
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| Joined: 30 Aug 2009 |
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| 22 Sep 2013 03:03 PM |
| When a part is anchored, you don't calculate velocity. |
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shred1894
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| Joined: 30 Aug 2009 |
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| 22 Sep 2013 03:12 PM |
| Not if you have it at 0 before you anchor it. |
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| 22 Sep 2013 03:12 PM |
| Or at least Roblox seems to... |
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| 22 Sep 2013 03:13 PM |
| You cant say that an anchored part has no velocity if that only applies to a single value... |
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| 27 Sep 2013 07:20 PM |
I sincerely doubt either of you knows how AutoCAD works.
You're able to create quite precise objects, and they can stray from right angle increments. |
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djaco11
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| Joined: 17 Dec 2012 |
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