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 Applying the laws of physics/reality

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Groot
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PostSubject: Applying the laws of physics/reality   Thu Nov 22, 2012 5:16 pm

Ok I have a funny feeling this has been said before but I have not seen that so far.

My question is, how much will we implement laws of physics when it come to creating our technology, because if we completely implement laws of physics (or at least try to follow them) we won't end up with any futuristic technology, and in the off chance that someone works something out, they would likely get a Nobel prize ( probably not but you get what I'm saying)

What would probably be a better way to ask this is how realistic do we want Futurecraft to be, bear in mind that if we aim to be too realistic, we won't accomplish anything futuristic.

Is people could put what they think would be good systems (e.g. All projectiles have trajectories according to their weight and kinetic energy, plus gravitational pull of the planet, or they just travel in straight lines. Or spacecraft handle according to realistic physics (well, almost realistic) or they handle easily in a simple manner)

Bear in mind the less realistic something is, the easier it would be to implement, for I'm no expert in coding, but I know it's easier to make something go in a straight line than give it a realistic trajectory.


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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 6:12 pm

Brace yourselves, a really tough discussion is coming.
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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 6:19 pm

Perhaps just add semi-gravity (E.G a structure has to be connected to bedrock somehow otherwise it falls down), Tracjectories arnt that hard to code, And perhaps some sort of gravity effect on ships (Makes it a bit more realistic then propelling a deathstar off a planet with a spring) that way you have to build smaller ships to get to the planet, Or use teleportation, Or orbital drop pods, Or you know jump out.
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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 6:28 pm

It's been said that the mod attempts to balance physical constraints and fantastical ideals.

For example, projectiles would not actually have an arc in space, which is realistic as they would not actually do so unless acted upon by a source of gravity. But since having every piece of dust ingame attract bullets is a pain to code and optimize, they stay straight. Again, a balance.

Pretty much every thing in the original OP has a logical explanation behind them; we already have working lasers and MACs to some extent IRL, and most of the stolen sci fi stuff from Stargate etc have associated essays on their feasibility around the internet. Some things are going to be purely made up, yes, and ship practibility is largely going to be up to the creator's discretion, but from what I can tell the basic ideals behind the mod try to stay true to physics as much as possible without sacrificing gameplay and the sci-fi feeling.

e: Sorry if the above post makes little sense, I'm down with the flu and my thoughts are all FUBAR.
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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 6:37 pm

Personally I say stuff physics, go to town, but keep it believable, and if it's not believable, make it look good.
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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 7:29 pm

If it's not completely stupid, let it ride, but physics is just a little more important than RoC, but only in some cases. It would be nice if a simple gravity system was sett in place, only affecting entities like ships and bullets and spacecreepers.


Last edited by catsonmeth on Fri Nov 23, 2012 2:24 am; edited 1 time in total
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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 9:47 pm

catsonmeth wrote:
If it's not completely stupid, let it ride, but physics are just a little more important than RoC, but only in some cases. It would be nice if a simple gravity system was sett in place, only affecting entities like ships and bullets and spacecreepers.

This is Minecraft, not Half-life.
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PostSubject: Re: Applying the laws of physics/reality   Thu Nov 22, 2012 9:55 pm

We can get a Half-Life mod.
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 2:22 am

Why must people reply to my posts in such a way that incriminates me of attempting to mimic games that I've never played?

I don't know why my post indicates me favoring the game, nor do I know how that deviates from the Minecraft framework. Please elaborate, Avenger.
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 1:01 pm

catsonmeth wrote:
Why must people reply to my posts in such a way that incriminates me of attempting to mimic games that I've never played?

I don't know why my post indicates me favoring the game, nor do I know how that deviates from the Minecraft framework. Please elaborate, Avenger.

They propably said halflife, because it has... gravity-stuff?
I donĀ“t know, I never played it... just know that the gravity gun exists and that Black Mesa and Aperture Science are enemies.

Also, altough it might not be impossible to code gravity in MC, it will give away much of its feeling, killing our audience numbers before they even rise.
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 2:53 pm

catsonmeth wrote:
Why must people reply to my posts in such a way that incriminates me of attempting to mimic games that I've never played?

I don't know why my post indicates me favoring the game, nor do I know how that deviates from the Minecraft framework. Please elaborate, Avenger.

Half life has a damn good (for 2004) gravity system, but that would not work well in minecraft
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 3:01 pm

Prototype wrote:
catsonmeth wrote:
Why must people reply to my posts in such a way that incriminates me of attempting to mimic games that I've never played?

I don't know why my post indicates me favoring the game, nor do I know how that deviates from the Minecraft framework. Please elaborate, Avenger.

Half life has a damn good (for 2004) gravity system, but that would not work well in minecraft
As far as I know, Portal uses the same gravity system as Half Life (same game engine- Source)
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 3:20 pm

Uh...no Neutral

Portal uses Source, Half-Life 2 uses Source, the original Half Life runs on something I can't be bothered to google at this point in time.
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 3:21 pm

EmoTiel wrote:
Uh...no Neutral

Portal uses Source, Half-Life 2 uses Source, the original Half Life runs on something I can't be bothered to google at this point in time.
Oh...
btw, you think Valve ever gonna release a 3rd part of any game series of theirs?
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 3:38 pm

I like to nitpick.
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 3:51 pm

Anyway, can we just say that it is pointless continuing this thread, as its original purpose was served and it will go off-topic even further?
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PostSubject: Re: Applying the laws of physics/reality   Fri Nov 23, 2012 5:22 pm

Surp. Grm. Ivan Kintobor wrote:
EmoTiel wrote:
Uh...no Neutral

Portal uses Source, Half-Life 2 uses Source, the original Half Life runs on something I can't be bothered to google at this point in time.
Oh...
btw, you think Valve ever gonna release a 3rd part of any game series of theirs?

Yes, they will probably release Portal 3, L4D 3 and Half life 3, TF3 all in one big neo orange box and call it 3

But apart from that, I do think this thread has served its purpose, for once
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