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| 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
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| Joined: 07 Oct 2012 |
| Total Posts: 602 |
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| 04 Sep 2013 05:19 PM |
Quite amazing. Plus one million supports. |
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| 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
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| Joined: 15 Sep 2006 |
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| 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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| 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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| 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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| 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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| 04 Sep 2013 06:46 PM |
| omg your demo... is so... freaking amazing. |
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| 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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| 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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| 04 Sep 2013 07:00 PM |
| Thank you very much for your supporting comments. |
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| 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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| 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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| 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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| 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
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| Joined: 07 Mar 2013 |
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| 04 Sep 2013 08:30 PM |
| I really do think this is the goal at some point. |
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| 04 Sep 2013 08:34 PM |
| Through this, will there be foces like aerodynamic drag, downforce, and lift? |
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Gunnysak
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| Joined: 08 Sep 2009 |
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| 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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| 04 Sep 2013 09:01 PM |
| Thank you very much for all of your support! |
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| 04 Sep 2013 09:02 PM |
| Drag and lift through air displacement yes. |
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