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Re: Add an option for air physics.

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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 05:04 PM
Basically, integrate air physics into the ROBLOX physics engine so that bricks fall more realistically and don't keep accelerating to thousands of studs per second. Anyway, to get this thread excited and.. well, big, I made an air physics demo so you can see what ROBLOX would be like with air physics.

http://www.roblox.com/Fully-simulated-air-physics-demo-place?id=23968253

Using the air physics script, I was able to make a fly/skydiving script, physics based air planes, and gliders. Now, because it's a script, it's much slower than it could be if it were integrated into the ROBLOX physics engine. If it were to become part of the ROBLOX engine, the possibilities would be endless!

Please post your support!
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trajing is not online. trajing
Joined: 07 Oct 2012
Total Posts: 602
04 Sep 2013 05:19 PM
Quite amazing.
Plus one million supports.
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 05:25 PM
Well then, ROBLOX devs, we have eh 1 milli-o-n supporter... ers. Well, we need this.
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LVFATBOY is not online. LVFATBOY
Joined: 15 Sep 2006
Total Posts: 2619
04 Sep 2013 05:27 PM
Favorited the game, I'll check it out when I'm home. I support the concept though.
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 05:40 PM
Oh, awesome!
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Notunknown99 is not online. Notunknown99
Joined: 05 Sep 2008
Total Posts: 25360
04 Sep 2013 05:42 PM
Whilst the game itself is quite nice, I ask you:

Is the extra lag worth having a feature that is very limited in functionality?
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 06:38 PM
Well, the calculations are very simple. Basically just subtract the angle of the brick from the velocity, then negate --Oh wait I shouldn't be giving away the secret of my trade. Anyway, right now, planes in ROBLOX are very unrealistic. Or rather it's really hard to create a realistic plane. If this is added in, a realistic plane will be easy for anyone to make. I dunno, maybe with the addition of air physics, they would add a propeller option. Just voxelize indivitual air directions to make wind patterns.
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Notunknown99 is not online. Notunknown99
Joined: 05 Sep 2008
Total Posts: 25360
04 Sep 2013 06:39 PM
You would be better to simulate the physics on the plane simplified than per-brick...
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jtfriend137 is not online. jtfriend137
Joined: 19 Jul 2010
Total Posts: 1960
04 Sep 2013 06:44 PM
making air physics = hard
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jtfriend137 is not online. jtfriend137
Joined: 19 Jul 2010
Total Posts: 1960
04 Sep 2013 06:46 PM
omg your demo... is so... freaking amazing.
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jtfriend137 is not online. jtfriend137
Joined: 19 Jul 2010
Total Posts: 1960
04 Sep 2013 06:57 PM
@not

As he stated in the original post, it's only laggy because he does it with a script and it's not in the Roblox physics engine.
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 07:00 PM
I was thinking that every time a join is made, it adds it to a list of all of the parts that make the rigid body. Then it would calculate all of the outslde polygons (and find the showing surface area of each one) and find the center of mass, thus creating a very realistic and simple wind.. er.. model.
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 07:00 PM
Thank you very much for your supporting comments.
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jtfriend137 is not online. jtfriend137
Joined: 19 Jul 2010
Total Posts: 1960
04 Sep 2013 07:03 PM
Are you running the whole physics system from one script, or multiple scripts that each control separate events?
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 07:08 PM
One script.
It's most effecient this way, and allows for it to be very dynamic. Every time a part is added, it adds the part to a list in the air physics script (with exceptions such as anchored parts) and then every second, it checks to see if each of the parts has a velocity magnitude greater or equal to 5 (the point at which it matters if air physics is applied or not) and it will add it to a seperate list for further physics calculations.
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jtfriend137 is not online. jtfriend137
Joined: 19 Jul 2010
Total Posts: 1960
04 Sep 2013 07:12 PM
Cool, I didn't know if one script or multiple scripts was more effective. I just assumed it had some kind of effect.
Did you consider parts that start out anchored and are unanchored later?
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JeffTheHamster is not online. JeffTheHamster
Joined: 21 Aug 2010
Total Posts: 622
04 Sep 2013 07:26 PM
Support
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KnightofVictory is not online. KnightofVictory
Joined: 22 Nov 2012
Total Posts: 499
04 Sep 2013 07:28 PM
I like this idea, its quite thoughtful and intuitive. I think you can expand and elaborate on this by a lot and the possibilities are endless... But the one thing that would be a problem is imagine the games that will be affected? Games that rely on the current engine.
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brett0331 is not online. brett0331
Joined: 07 Mar 2013
Total Posts: 772
04 Sep 2013 08:24 PM
110% support
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gordonrox24 is not online. gordonrox24
Joined: 05 Jan 2008
Total Posts: 39141
04 Sep 2013 08:30 PM
I really do think this is the goal at some point.
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coolmanownz is not online. coolmanownz
Joined: 07 Apr 2009
Total Posts: 10641
04 Sep 2013 08:34 PM
Through this, will there be foces like aerodynamic drag, downforce, and lift?
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coolmanownz is not online. coolmanownz
Joined: 07 Apr 2009
Total Posts: 10641
04 Sep 2013 08:35 PM
*forces
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Gunnysak is not online. Gunnysak
Joined: 08 Sep 2009
Total Posts: 110
04 Sep 2013 08:39 PM
Support!
This is a great idea.
Working the current physics is fun, but working with that ... ohoh.
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 09:01 PM
Thank you very much for all of your support!
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treyreynolds is not online. treyreynolds
Joined: 16 Jun 2008
Total Posts: 1290
04 Sep 2013 09:02 PM
Drag and lift through air displacement yes.
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