![]() ![]() Right now, the idea is to keep each layer independent of one another, meaning they won’t collide with each other. Though, This multi-layer system won’t necessarily help simplifying collisions, It will however, create the potential for a much better system. Self Collision is something we wanted to include from the start, however it’s quite complicated to do properly While cutting only the Hull would allow the ships to keep their structural integrity and of course, expose the inside to the sea water This isn’t possible right now because it would cut the ship in 2. This means we could destroy only the hull while keeping the background intact It would also allow the creations of new Tools that only interact with a given layer. Using the Hull on a new layer would also allow some types of interactivity that weren’t possible before.įor instance, If the weight of water inside the ship is properly simulated, it could exert stress on the hull leading to structural failure and collapse. It means we could (in theory) properly simulate Water pressure as the inside of this new Hull layer would be empty, (as opposed to the usual ships that use the background “non hull” to fill the space). Since the hull would be on a different layer, it will be treated as a different entity and it won’t be subject to the same amount of force as the background “non hull” of the ship. We believe we’ve found an elegant solution to this issue and it is by using a “Multi-Layered” system.Įssentially, it means, most aspects of the creations will be simulated on different layers.įor instance, you could have the Hull of a ship as a different layer than the background “non hull” For quite some time, we’ve been discussing potential ways to improve the game’s collision while remaining simple enough to allow complex designs.įor the sake of simplicity and helping you folks visualize what I mean, I’ve used the software “Algodoo” in order to demonstrate the idea using a similar system.
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