Powder Sim

  • ChrisAak
    October 2011 Member 0 Permalink
    @me4502 (View Post)
    So you and your staff is going to change Tpt's realism to being alot better and inproved? Sorry, I didnt quite get it :L
  • Spektyte
    October 2011 Member 0 Permalink
    Will the Powder Sim contain the elements from your last mod as well?
  • vanquish349
    October 2011 Member 0 Permalink
    @Spektyte (View Post)
    it will contain some it really depends how use full they are.
  • QwentyuiopThePie
    October 2011 Member 0 Permalink
    This seems like something I would be interested in. I'm glad. Usually when I'm told about threads here it isn't a good thing.
  • The-Fall
    October 2011 Member 0 Permalink
    Implement Shaders Perhaps? We have Open GL Support now so...

    Shaders would allow for a removal of many decoration or effects only particles to reduce lag on checking for collisions on the effect particles for various elements or for improved glow effects
  • me4502
    October 2011 Member 0 Permalink
    @The-Fall (View Post)
    we may implement shaders as a test, but im not sure how the performance will definately be
  • randalserrano
    October 2011 Member 0 Permalink
    Mainly what we are doing is adding some realism to a lot of the elements. For instance, mercury reacts to some noble gases to make florescent light. I have already experimented with things like that in my mod. So me4502, me, TheWiseEyes, and vanquish349 forces to make a powder simulation that will have a lot more realism and effects. Progress is going to be slow at first, but it will soon be up and running full swing.
  • The-Fall
    October 2011 Member 0 Permalink
    The Shader Idea Was Accepted. Look At Github.

    https://github.com/FacialTurd/The-Powder-Toy/network
  • me4502
    October 2011 Member 0 Permalink
    @The-Fall (View Post)
    currently it only works on linux
  • TYPE-LANCEL
    October 2011 Member 0 Permalink
    Hmm.. shaders... I'll see if I can reverse-engineer eschaton to create a shader modification tool...