Make Powder Toy 3D

  • nucular
    6th Sep 2016 Member 0 Permalink

    @GaramMasala:

    @nucular (View Post)


     The codes are very too complicated for me to understand ,


     


    Then learn to understand them. I'm sure you're clever enough.
    Edited once by nucular. Last: 6th Sep 2016
  • GaramMasala
    6th Sep 2016 Banned 0 Permalink
    This post is hidden because the user is banned
  • RadioNeat
    6th Sep 2016 Member 0 Permalink

    @GaramMasala (View Post)

     >The codes are very too complicated for me to understand

  • Sylvi
    6th Sep 2016 Moderator 1 Permalink

    Basically you would need to rip out the entire code and start from scratch. Very unlikely such a thing would occure because the complications in development and resources this would cause. Not to mention the processing power needed for on-the-fly simulation changes to be rendered (as @cxi noted).

     

    This is the main reasion why in most FPS game things are static and barely movable. It's easier to process things that are static. The only things moving are a few large solid objects, people w/ firearms, bullet sprites, and vehicles.

     

    For simulations on the size of TPT in 3D, engineers use dedicated software with limited ability to add variables. Even at that point it takes a heck of a long time to render and you cannot change anything during rendering. You put some variables and a bunch of objects (with physical properties), then get a result after a couple hours at the very shortest of time depending on the resolution of processing.

  • GaramMasala
    6th Sep 2016 Banned 0 Permalink
    This post is hidden because the user is banned
  • Sylvi
    6th Sep 2016 Moderator 0 Permalink

    The thread has been thoroughly answered. Locked

  • RadioNeat
    6th Sep 2016 Member 0 Permalink
Locked by Lockheedmartin: 3D TPT, ugh