Darkodinplus

Darkodinplus

Joined Member # 2409723
3 Posts 181 Replies 11,660 Reputation

I believe the core of this disagreement stems from the fact that you believe equations are meant to explain while I believe they are meant to predict. Either way if you wish to continue this discussion we should probably do it someplace else. Edit: In other words send me a PM if you want.

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Allow me to explain this quickly. You can break physics and almost any science up into application and theory. I did not have problems with application. However, the numbers provided using application did not help me understand why something happened . Any one can mindlessly follow an equation and arrive at the right answer. Theory is where the real heart of physics is in my opinion. If the logical theory behind the math doesn't make sense t

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Suffice to say I disagree with just about everything you have said thus far piegeonpigeon in terms of both the game and physics. For the time being we will just have to leave it at that. I would also point out assuming I needed someone to explain the equations to me is a faulty assumption.

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4. Huh? I don't quite understand what you mean? I was making reference to the fact that Stardock had to purchase Havok's physic engine. Since they paid for it and it would be well suited to this situation in my opinion they might as well use it. Edit: @ Scoutdog I would replace the word fact in your post with potential.

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Ok let me make myself perfectly clear. I will state the advantages as I see it for having a physics based system for such effects. 1. Negligible increase in calculation time if done properly. 2. The code is already there to be manipulated thus saving time. 3. Allows for potential expansion to more advanced effects in the future. 4. You paid for it might as well use it. 5. I have Intel stock, Intel owns Havok, what is good for Havok is go

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I just don't see how you think it will affect game-play. If I have a 10 tile map 5 of which have forest on them and I set one forest tile on fire. Using physics based calculation the fire would spread to other tiles adjacent to the one that has been set on fire. The path fire takes is very predictable and linear in nature. It couldn't jump over a tile unless a programmer took the time to create such an effect. Even if you expanded this to 1000 forest tiles and set the center o

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Darkodinplus' Top 7 7. What did you mean by "real-time" and continuous turn? 6. Will players be able to have different kinds of mounts for soldiers or even the Channeler? 5. How advanced will the regular tech tree get? 4. Can spells with multiple effects be created? 3. How much depth is there going to be for Channeler customization? 2. Are any "unvictory" conditions planned? 1. Will players be able to create Super Soldiers / Super

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Setting fire to a forest does one of two things from my point of view it either destroys a resource or damages building / units inside if forests are passible terrain or if they are impassible it creates a new path to march troops or whatever. The physics calculations for this have no impact on game-play. The hill / mountain creation is similar it creates a natural obstruction to the player that either needs to be removed or gone around. The physics calculations have no impact on game-play. I

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Just out of curiosity how do you think the "physics calculations" for spreading fire or creating a hill / mountain would affect game-play? I can see what they represent affecting game-play but not the physics calculations themselves for this sort of game. At any rate I guess we will just have to agree to disagree on this point because the vast majority of what we are discussing I feel would only require a decent amount of unique calculations. The physics calculations for fire spreadin

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What I was trying to convey is we don't know what the smallest unit of game-play for lack of a better word will be in Elemental and how it will function. It could work like your normal grid based game or it could be something we haven't seen before. I was saying if it works like a standard grid based game it wouldn't matter so much but if it is something more complex like grids within grids or joining multiple grid sections together to make an open / closed system I feel

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Am I the only one that remembers this turn based vs "real time" debate? Long story short Brad showed up and said Elemental is a turn based game period. He never really defined what he meant by continuos turns or "real-time" as I recall.

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Using the physics engine to determine things like the rate a fire spreads " can " be overkill. I believe it would be easier to make use of Havok in this particular situation rather than hardcoding it from scratch. Truefully, I doubt either would take very long but if you did the coding using Havok you could potentially do some really cool stuff that would take a lot more work to perform if you coded it from scratch. As for the grids within Elemental do we know exa

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I'm all for physics but I would point out you guys may be taking this a bit to literally. You could easily impose limits and generic values on material physics. This would allow Havok to simulate just about anything easily. Of course, it would be lacking realism but we are talking about a game with magic. To use the fire ball example if you set an average distance the fire could spread and average speed based on the type of fire spell used it wouldn't be difficult at all to simu

51 Replies 36,077 Views