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Physics to Structures?

Discussion in 'Feature Suggestions' started by masheen88, Jun 6, 2015.

  1. masheen88

    masheen88 Crash Landed

    • Member
    Would there be any way to add physics to things such as trees/buildings/etc so that when they are destroyed they will fall over and maybe even have some sort of structural integrity. I know 7 Days to Die and Medieval Engineers have this, but I believe with this engine it could be a lot better than the others.
  2. Thomas988

    Thomas988 Back Into Space

    • Member
    I definitely think this could work, since all blocks in SoA already falls. Plus, too heavy of blocks placed on loose materials such as gravel will cause the material to collapse. I would love to have this in the game! :)
  3. masheen88

    masheen88 Crash Landed

    • Member
    Imaging a 1000 block high building just crumbling down. Or If you had built a giant dam and that could pump water and the pressure got too high and it busted.
    Cole likes this.
  4. NeonSturm

    NeonSturm Back Into Space

    • Member
    Lets say you have a ground block being able to carry 1000 kg per block.

    then you put 140 above it. Now you can only place 860 kg.
    then you put 10 others with 80kg above these. Now you can just place another 60kg.

    If you now place 100kg, where would it collapse? at the weakest part? Would make sense...
    But how should the game handle it if you dig a tunnel below 3'000 blocks, should it check all these each time?

    I in favour of OP's suggestion, but now it's suggested for trees, then for Castles which should collapse if saboteurs dig tunnels below.
    Where should be the limit?
  5. Arctic

    Arctic Giant Robot Advocate

    • Tester
    You have a point here. While it would be awesome to have structures crumble under stress, the truth is that that just isn't possible. It would take up far too many resources. Maybe, as he did with water, Ben would find a way to do it smoothly, but there's only so much you can optimize.
  6. masheen88

    masheen88 Crash Landed

    • Member
    It wouldn't be too taxing as you perhaps have it only update the affected area when the blocks need updating (overloading a block) with the way water works you can almost look at that as structural integrity in the sense it is alway updating when it has a place to move.
  7. Sevio

    Sevio Back Into Space

    • Member
    There is a mod called Enviromine for Minecraft which adds simplistic block-based physics to the game. Every block has to be supported by another block or it will fall when it gets updated. Blocks will always support other blocks vertically and diagonally upward (one cube edge shared), but for horizontal it depends on the block's strength. Loose blocks like dirt will only support one block horizontal, normal blocks can support two, and some stronger blocks like wood planks or iron blocks can support three.
    NeonSturm likes this.
  8. NeonSturm

    NeonSturm Back Into Space

    • Member
    The blocks would inherit the weight from blocks which they support.

    But you can also have a table with 4 legs.
    ____C____
    A_______B

    A, B, C being weights. now if you add or subtract from C, you have to update A and B.
    With a lamp on the ceiling, C would have to handle the weight of A and B, thus updating one of these needs to update C

    On large scale, you would need a level of detail.
    Each sub-level would tell the super-level about it's weakest part between sub-level border (Base | 1st floor) and (1st floor | 2nd floor) for example or if supporting horizontally, each block/section on the horizontal border would match a section on the vertical bottom.

    The connection between "border-plates" has properties such as max weight or drag (different horizontal|verticale stability) derived from the blocks or sub-connection-properties forming it.


    How much detail do we want from a game? Perhaps the devs have another vision than us (for the base game).
    Then: how much of this wanted detail can be implemented? Perhaps we would skip some physic calculations for massiv-destructive forces*.

    * who wants to calculate for each candle-stick and chair when the whole area gets nuked?
    NeonSturm, Jun 7, 2015
    Last edited by NeonSturm; at Jun 7, 2015
    #8
  9. Arctic

    Arctic Giant Robot Advocate

    • Tester
    Yeah. The biggest problem is that the game has to calculate integrity for each block above the one being altered, every time... Honestly, I think we should just stick with no support = building collapses. Though if Ben can wprk out how to do it smoothly and cheaply... It would be very interesting.
  10. NeonSturm

    NeonSturm Back Into Space

    • Member
    The only thing you can get a proper implementation which doesn't lag, is, to use LOD-levels.
    0th level = real blocks.
    1st level = chunks which have connected fields
    { {A--B--C--connection : integrity, weight}, {D--E--connection : integrity, weight} }
    A,B,C,D,E are fields (interfaces, connection points) between chunks; grouped by connection.​
    2nd level = mega-chunks in similar fashion as 1st level.

    With this summarization, you could do a lazy update on lower detail levels without calculating for each block each time.

    A connection could be:
    1. Chunk-Chunk field A ->
    2. -> Graphite block ->
    3. -> Wood Bar -> Chunk-Chunk field B & Iron Bar
    4. -> Iron Bar -> Chunk-Chunk field C
    Last edited: Jun 13, 2015
    NeonSturm, Jun 13, 2015
    Last edited by NeonSturm; at Jun 13, 2015
    #10
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