• Digging
    35 replies, posted
[QUOTE=jonnymad;42668689]Metal foundations? Chances are you can't dig through one of those. [editline]27th October 2013[/editline] Well what do you suggest then? You are the genius here of all things Unity, it seems (not being sarcastic, but optimistic :smile: )[/QUOTE] If I were to attempt to implement this, I suppose I might have a single block/voxel check laterally to see if there are nearby blocks which are supported (there is a support structure underneath them). If a block isn't attached to supported blocks up to some radius away, it's unsupported and falls. This appears to be how it works in 7D2D. This would also cause a cascade effect if you have a single vertical column and remove the lowest block - the lowest block is unsupported and falls,then the next one, then the next one, etc.
[QUOTE=KillaMaaki;42668973]If I were to attempt to implement this, I suppose I might have a single block/voxel check laterally to see if there are nearby blocks which are supported (there is a support structure underneath them). If a block isn't attached to supported blocks up to some radius away, it's unsupported and falls. This appears to be how it works in 7D2D. This would also cause a cascade effect if you have a single vertical column and remove the lowest block - the lowest block is unsupported and falls,then the next one, then the next one, etc.[/QUOTE] Sorry for my misunderstanding, but are you talking about some sort of basic algorithm that tests if it is "stable" for the lack of a better term? And if not, then it "caves in?" How hard would it be to implement? (this is mostly curiosity on my part.)
[QUOTE=jonnymad;42669637]Sorry for my misunderstanding, but are you talking about some sort of basic algorithm that tests if it is "stable" for the lack of a better term? And if not, then it "caves in?" How hard would it be to implement? (this is mostly curiosity on my part.)[/QUOTE] Kind of. At the most basic level, a block falls to the ground if it isn't supported (or attached to a nearby supported block). This would cause caves to collapse, block-by-block, if they are too big and not supported with structures. This would probably have a high processing cost involved, however.
[QUOTE=KillaMaaki;42669701]Kind of. At the most basic level, a block falls to the ground if it isn't supported (or attached to a nearby supported block). This would cause caves to collapse, block-by-block, if they are too big and not supported with structures. This would probably have a high processing cost involved, however.[/QUOTE] Alright I think I understand. Again I have only very basic knowledge of this kind of stuff (hardware is a bit more my thing,) but this could still be combated a little by turning down graphics settings, wouldn't it? As in on lower-end machines there is no "animation" of a cave-in but rather it just "jumps" to the end product.
[QUOTE=jonnymad;42669867]Alright I think I understand. Again I have only very basic knowledge of this kind of stuff (hardware is a bit more my thing,) but this could still be combated a little by turning down graphics settings, wouldn't it? As in on lower-end machines there is no "animation" of a cave-in but rather it just "jumps" to the end product.[/QUOTE] Ideally it would just jump to the end product, but when a number of blocks fall, suddenly you have more blocks that aren't supported. So you'll still see the cave collapse layer-by-layer. The processing cost is in analyzing which blocks aren't supported though (analyzing a huge array of blocks is surprisingly costly), not necessarily in animation.
[QUOTE=KillaMaaki;42670503]Ideally it would just jump to the end product, but when a number of blocks fall, suddenly you have more blocks that aren't supported. So you'll still see the cave collapse layer-by-layer. The processing cost is in analyzing which blocks aren't supported though (analyzing a huge array of blocks is surprisingly costly), not necessarily in animation.[/QUOTE] I see, well that makes sense to me. Would you say it is still a possibility, or too ambitious given the heightened necessity for system resources?
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