Air Pockets Under Water (Wishlist)

Air Pockets Under Water // Wishlist

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kenneth

Feb 16, 2005, 6:58pm
It would be cool if there was a way, maybe a command to put on an object,
like light does, to expand air (or empty space) within a given amount of
meters (including decimal numbers) of radius under water. That way people
can make cities under water, etc.

-Kenneth

sw comit

Feb 16, 2005, 7:54pm
Sounds like a very useful idea :D

[View Quote]

ferruccio

Feb 24, 2005, 3:09am
the same idea could be applied if user-alterable weather patterns were made
possible :D

[View Quote]

xelag

Feb 24, 2005, 8:04am
Oh, what I always dreamed of was to have this sort of system too for
fog pockets (besides the general fog option), even allowing negative
fog numbers to neutralise the general fog. This would be great for
games and any worlds really: a fog command on objects!

On 16 Feb 2005 15:58:01 -0500, "Kenneth" <cosmosken at sbcglobal.net>
[View Quote] >It would be cool if there was a way, maybe a command to put on an object,
>like light does, to expand air (or empty space) within a given amount of
>meters (including decimal numbers) of radius under water. That way people
>can make cities under water, etc.
>
>-Kenneth
>

strike rapier

Feb 24, 2005, 9:15am
Does RW support it tho? Maybe the Eep can spread a little insight into that
one.

AW needs a second level of code; at cell level and supporting strings,
something like the terrain grid but where you can set up commands, and it
would be loaded within a much larger distance.

Then put create fog commands onto that grid, instead of objects.

- MR

[View Quote]

king small guy

Feb 24, 2005, 2:55pm
From what I cane make out it is possible its like going under water, When
you go under the gravity and fog changes for your pc only basically all you
need to do is make a thing so when you enter its area the env acts like your
above but you are not.. (might not make and scense but I know what I mean)
[View Quote]

zeofatex

Feb 25, 2005, 10:25am
I don't understand why this is so hard... aren't all of the effects stored
client side anyway. All AW would have to do is make the browser read terrain
and get attributes from the terrain and change it's atts accordingly.

I know things like rain are a different story lol... need particle systems
(for the most part) and the air pockets would be somewhat harder... unless
you just change the fog and gravity which is again stored client side.

The browser is completely set up for it... just need a way for the server to
store that info and the browser to use it.

strike rapier

Mar 2, 2005, 8:20pm
You would have to somehow map the outside of it (say a sphere) which would
be interesting.

- MR

[View Quote]

king small guy

Mar 3, 2005, 2:17pm
simply calculate the distance to the object contaning the code to activate
the air pocket

Create air radius=100

so if you are within 100 of that obj you are in teh pocket lol

But the problem will be if aw doesnt calculate the distances already
[View Quote]

zeofatex

Mar 3, 2005, 6:08pm
You'd have to have your view up to at least 100 to see the objet though...
and if you go out of it's range it'd dissappear. There needs to be something
like static objects that are always rendered no matter the distance. CTs or
people with EJ/ED only...

-Z

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xelag

Mar 3, 2005, 6:14pm
Seems easy but... water has its own parameters vesus air: buoyancy vs
gravity, own animations, etc... so its not only a matter for the image
renderer, it's changes many more properties. Not impossible of course
:)

On 3 Mar 2005 11:17:20 -0500, "King Small Guy"
[View Quote] >simply calculate the distance to the object contaning the code to activate
>the air pocket
>
>Create air radius=100
>
>so if you are within 100 of that obj you are in teh pocket lol
>
>But the problem will be if aw doesnt calculate the distances already

swe

Mar 3, 2005, 11:38pm
hmm, maybe if water was designed like terrain, except with 2 sides? would
make for some pockets, long as you don't want any more water under, would be
easy to design the water thing in your world, and would be easy to calculate
if the user is in the water, to change the parameters (just check if they're
over the bottom limit, and under the top limit).

-SWE

[View Quote]

c p

Mar 4, 2005, 2:01am
[View Quote] 1)destroy their current water system

2)establish a physics system

3)inside thsi system allow for terrain to serve as bowls

4) this would allow for filled bowl water systems

5) this would allow for weather (ENZO mentioned particle affects)
especially for rain to accumulate in said bowls...

6) oh and they'd realize that terrain cells need to be split /5 or /10
:) it would be so sexarific to have smoother terrain from that even
dividing into wquadrants...

swe

Mar 4, 2005, 2:21pm
well, i definatly agree about the terrain. its too freaking large to make
nice, smooth, realistic looking terrain. definatly need to make each terrain
cell smaller.
as for physics system, would be nice, but would probably take wayyy too much
time/resources to implement. and guessing AW doesn't have enough
programmers/time to do a good job of it, seeing all the other updates
they've added.

-SWE


[View Quote]

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