poe
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« Reply #1640 on: June 19, 2013, 12:47:04 PM » |
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Holy shit dat water <3
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Kurt
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« Reply #1641 on: June 19, 2013, 12:54:44 PM » |
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This gets better and better
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eigenbom
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« Reply #1642 on: June 19, 2013, 11:24:49 PM » |
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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.
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siskavard
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« Reply #1643 on: June 19, 2013, 11:34:47 PM » |
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The fishing pooool Is nice and cooooool
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kleiba
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« Reply #1644 on: June 20, 2013, 05:24:43 PM » |
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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.
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eigenbom
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« Reply #1645 on: June 20, 2013, 09:30:34 PM » |
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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.
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siskavard
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« Reply #1646 on: June 20, 2013, 09:53:06 PM » |
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Those colors are fantastic
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Conker534
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« Reply #1647 on: June 21, 2013, 12:09:54 AM » |
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Yeah they're really nice
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JLJac
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« Reply #1648 on: June 21, 2013, 04:57:35 AM » |
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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?
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jmcmorris
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« Reply #1649 on: June 21, 2013, 09:35:15 AM » |
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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.
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eigenbom
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« Reply #1650 on: June 21, 2013, 03:55:00 PM » |
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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. @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. The renderer also does some neighbour cell lookup to render each cell properly. I hope Crea is kicking along well!
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Pineapple
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« Reply #1651 on: June 21, 2013, 05:08:48 PM » |
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I like waterfalls and all but I don't like MC water :c
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Impmaster
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« Reply #1653 on: June 21, 2013, 06:27:27 PM » |
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following.
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Muffinhat
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« Reply #1654 on: June 21, 2013, 09:37:45 PM » |
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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!
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mokesmoe
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« Reply #1656 on: June 22, 2013, 04:15:21 AM » |
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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.
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happymonster
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« Reply #1657 on: June 22, 2013, 04:32:36 AM » |
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Yes, I meant that the moon and stars should zoom out too when the foreground does.
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rundown
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« Reply #1658 on: June 22, 2013, 12:15:30 PM » |
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omg so mutch new awesome stuff in your game!
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eigenbom
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« Reply #1659 on: June 22, 2013, 03:57:21 PM » |
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they will zoom too, when i get around to it.
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