A Gravity & Pressure revamp is needed

  • Tapmemer
    20th March Member 0 Permalink

    can we fix this by making a prediction system which traces a line from the start of the wave to where its heading to looking for 1 pixel who is able to block it? or make a area around that certain pixel to block the waves(would be more lag)

  • funky3000
    24th March Member 0 Permalink

    How much improvement would a 2x2 grid be as a compromise between performance and accuracy?

  • The-Fall
    25th March Member 0 Permalink

    Bowsernations mod features a smaller Air Grid and it runs fine on my machine.

  • motaywo
    27th March Member 0 Permalink

    I just had a thought. (Hopefully this one isn't as ridiculous as the last one I had!)

     

    The WALL element [STREAMLINE] is able to map beautiful and smooth lines of air velocity and pressure, even with the 4x4 grid. I'm assuming it simply takes an average of the surrounding tiles, but the fact that the result can be extremely responsive and smooth is really encouraging. In effect it would be a comination of Jacob1's and Tapmemer's suggestions.

  • jacob1
    27th March Developer 0 Permalink
    It technically doesn't do averaging, but it gives the impression that it does. I wrote CRMC to do some averaging, I didn't want it to break in an ugly 4x4 pattern like QRTZ, so it checks the pressure in 5 nearby locations when determining how strong it should be. There's no reason more stuff couldn't do that.
  • Lord_Bowserinator
    29th March Member 0 Permalink

    @The-Fall (View Post) That's a bug, I was playing around with the air sim and forgot to change it back to normal size :P