#24 Different soil physics

future
closed
nobody
None
1
2016-01-31
2014-05-18
Onsemeliot
No

I'm not sure how exactly this could be done since variing physics for differnt ground soil like asphalt, sand, mud, rocks, snow, wet asphalt, etc. should correspond with texturing as well, but for getting a more interresting game different grounds wohld be vital...

Discussion

  • Iwan Gabovitch (qubodup)

    My biggest hassle with having no difference in materials is that levels contain water, which does not work as intended, making the game feel broken in these levels. This could be solved by not creating levels that contain water and replacing water in existing levels with valleys.

    Defining one ground for the entire level would be the simplest solution, the only question being: what can be defined. Physical resistance value? Color of the particle effects?

    Textures could probably be used for material definitions, either one per material or multiple material in one texture. The latter would probably require one to use solid colors and lossless file format (png) and assign color values to material in the .level file.

    For the record: I value trigger rally's performance on old hardware higher than having multiple materials in one level.

     
  • Onsemeliot

    Onsemeliot - 2014-05-19

    I think even what is used as old hardware tends to get more capable over the years. But of course I wouldn't want Trigger Rally being to ressource hungry.

    In my opinion water has nothing to do with different materials relevant to gameplay.

    If we wanted to have water probably the simplest way getting it would be to specify where the water level sits. Just one value. The rest would be standard rendering...

     
    Last edit: Onsemeliot 2015-05-23
  • Andrei

    Andrei - 2015-05-22

    I really want to add this feature in the future, but there's a difference between "want" and "shall". That's why I won't be owning it, because I'm not sure I can do it. But I'll try.

     
    • Onsemeliot

      Onsemeliot - 2015-05-23

      Hurray! Trying is much more than we had so far. :)

       
  • Andrei

    Andrei - 2016-01-31

    Textures could probably be used for material definitions, either one per material or multiple material in one texture. The latter would probably require one to use solid colors and lossless file format (png) and assign color values to material in the .level file.

    For 0.6.3 we ended up using terrainmap .PNG's with solid colors with the color and material values assigned internally in the game code, for simplicity and homogeneity (maybe even performance but that was never actually measured).

     
  • Andrei

    Andrei - 2016-01-31
    • status: open --> closed
     

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