Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411710 Posts in 69402 Topics- by 58456 Members - Latest Member: FezzikTheGiant

May 20, 2024, 08:15:14 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsMoonQuest
Pages: 1 ... 81 82 [83] 84 85 ... 189
Print
Author Topic: MoonQuest  (Read 1331580 times)
poe
Guest
« Reply #1640 on: June 19, 2013, 12:47:04 PM »

Holy shit dat water <3
Logged
Kurt
Level 5
*****



View Profile
« Reply #1641 on: June 19, 2013, 12:54:44 PM »

This gets better and better  Kiss
Logged

eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #1642 on: June 19, 2013, 11:24:49 PM »

Glad you guys like it! @jO, the water is really just intended to be an environmental feature, so it will have a fairly simple effect on the world. For example it will slow you down and decrease your gravity when you're submerged, it may allow lilies and things to float in it, and it will douse fire. Probably not much more than that for the time being.

Update: The simulator now detects when a 16x16 block of fluid is in a stable state and doesn't update it further (unless an external thing might make it unstable). This means the engine can now simulate big chunks of water like an ocean fairly speedily. I also added a flow animation in.

Logged

siskavard
Guest
« Reply #1643 on: June 19, 2013, 11:34:47 PM »

The fishing pooool
Is nice and cooooool
Logged
kleiba
Level 2
**



View Profile
« Reply #1644 on: June 20, 2013, 05:24:43 PM »

Update: The simulator now detects when a 16x16 block of fluid is in a stable state and doesn't update it further (unless an external thing might make it unstable). This means the engine can now simulate big chunks of water like an ocean fairly speedily. I also added a flow animation in.

Animated GIF or it didn't happen.
Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #1645 on: June 20, 2013, 09:30:34 PM »

Update: Optimised the fluid rendering and finished off some other fluid sim things.

@keliba It's not animated, but this screenie shows you the size of the water masses.

Logged

siskavard
Guest
« Reply #1646 on: June 20, 2013, 09:53:06 PM »

Those colors are fantastic
Logged
Conker534
Guest
« Reply #1647 on: June 21, 2013, 12:09:54 AM »

Yeah they're really nice Smiley
Logged
JLJac
Level 10
*****



View Profile
« Reply #1648 on: June 21, 2013, 04:57:35 AM »

Maybe you could make the terrain tiles that are in contact with water a different color, and have other plants and stuff grow there? So as to separate a river bed from a plain hill. Maybe the code for that could check how many tiles of water are above it and whether they're flowing, allowing you to create biomes such as stream, pond, lake, ocean~

I don't really understand why you had real water and then downgraded it to minecraft water...? Couldn't you have dwarf fortress water? I.e. that volumes are kept consistent, but the map edges/special tiles have the ability to spawn/consume water?
Logged
jmcmorris
Level 1
*



View Profile WWW
« Reply #1649 on: June 21, 2013, 09:35:15 AM »

Looking awesome eigenbom! I'm sure the sleeping water makes a huge difference. I'm curious about the more technical side of how you went about implementing the water. Is it cellular automata? I have a feeling it is not since you have a water source that water flows out from.
Logged

eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #1650 on: June 21, 2013, 03:55:00 PM »

Cheers guys.

@JLJac, good idea, I might just do that. The main reason I changed the simulation method was that I wanted to model waterfalls and large bodies of water more easily. I also wanted to demote the water to an environmental feature, as opposed to a flexible gameplay element that could be used to build, for example, complex obsidian factories (see Terraria, Starbound, etc). I'm not familiar with the DF method, but I had considered just adding sources and sinks to my old model, but in the end I chose simplicity for the water element of this game. Smiley

@jmcmorris The method just considers each cell in turn, looks at the fluid and block contents of its neighbours (n,e,s,w,sw,se), then updates its fluid volume based on a set of rules. So in that sense its a CA. The little tricky bit is handling the sloped geometry. Smiley The renderer also does some neighbour cell lookup to render each cell properly. I hope Crea is kicking along well!


Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #1651 on: June 21, 2013, 05:08:48 PM »

I like waterfalls and all but
I don't like MC water :c
Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #1652 on: June 21, 2013, 05:20:36 PM »

I like waterfalls and all but
I don't like MC water :c

Haha, well I hope you still enjoy the game anyway. Hand JoystickCheesyHand Any Key
Logged

Impmaster
Level 10
*****


Scary, isn't it?


View Profile WWW
« Reply #1653 on: June 21, 2013, 06:27:27 PM »

following.
Logged

Do I need a signature? Wait, now that I have a Twitter I do: https://twitter.com/theimpmaster
Muffinhat
Level 0
***


COVERED IN BEES HELP


View Profile
« Reply #1654 on: June 21, 2013, 09:37:45 PM »

I only played it for 30 seconds, and I'm already having the time of my life moonwalking with a mushroom in my hand. Love it!
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #1655 on: June 22, 2013, 03:30:37 AM »

Looks good, but the moon is in a different pixel size.. Tongue Wink
Logged
mokesmoe
Level 10
*****



View Profile WWW
« Reply #1656 on: June 22, 2013, 04:15:21 AM »

It isn't a different pixel size in every picture though.
It just stays the same when he zooms out.





the stars are that way too.
Logged
happymonster
Level 10
*****



View Profile WWW
« Reply #1657 on: June 22, 2013, 04:32:36 AM »

Yes, I meant that the moon and stars should zoom out too when the foreground does. Smiley
Logged
rundown
Level 5
*****



View Profile WWW
« Reply #1658 on: June 22, 2013, 12:15:30 PM »

omg so mutch new awesome stuff in your game!
Logged

eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #1659 on: June 22, 2013, 03:57:21 PM »

they will zoom too, when i get around to it. Smiley
Logged

Pages: 1 ... 81 82 [83] 84 85 ... 189
Print
Jump to:  

Theme orange-lt created by panic