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Air Pockets Under Water (Wishlist)
Air Pockets Under Water // WishlistkennethFeb 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 ferruccioFeb 24, 2005, 3:09am
the same idea could be applied if user-alterable weather patterns were made
possible :D [View Quote] xelagFeb 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 rapierFeb 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 guyFeb 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] zeofatexFeb 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 rapierMar 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 guyMar 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] zeofatexMar 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 [View Quote] xelagMar 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 sweMar 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 pMar 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... sweMar 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] |