Water Splash

  • The-Con
    12th Apr 2011 Member 0 Permalink
    I thought that even if you give a reason you can't put a + (number)
    In the past, posts explaining and placing a +# have been deleted.
    On Topic: It would be really good if water was more realistic. (it also relies on the scale)
  • tommig
    12th Apr 2011 Member 0 Permalink
    I've done something similar, check out the hydrazine element in my mod
  • shroom207
    12th Apr 2011 Member 0 Permalink
    O-E cake liquid physics?
  • The-Con
    12th Apr 2011 Member 0 Permalink
    @tommig (View Post)
    Do you have a link to your mod?
  • TheCeilingCat
    12th Apr 2011 Member 0 Permalink
    Oe cake was epic.
  • dnerd
    12th Apr 2011 Member 0 Permalink
    @eft (View Post)
    Your extent of spam is an abomination.

    I think this would be VERY hard to code, given the fact that viscousity is borderline impossible.
  • MasterMind555
    12th Apr 2011 Member 0 Permalink
    No, doesn't worth it at all
  • Cr15py
    12th Apr 2011 Member 0 Permalink
    Wouldn't NECESSARILY be hard to code a simple splash. I mean we could just move the water particles beside the particle up a certain number of pixels based on the objects weight. For example:
    let w = weight, let h = height water pixels will be raised
    h = w/20+(ceil(rand()%(w/20-1)));
    Obviously not necessarily that, but it would add an element of randomness. Also, it would be ideal to check PTYPES to be sure that the element is a solid.
  • rrusciguy
    12th Apr 2011 Member 0 Permalink
    Doesn't TPT already use pressure? A falling object will compress the air in its path, causing greater pressure, behind it air rushes back in to fill the void causing a lower pressure. So through pressure alone a falling object could cause a splash: pushing aside the liquid in front of it and the lower pressure behind it drawing the liquid in and up.
  • cctvdude99
    12th Apr 2011 Member 0 Permalink
    Meh. +1 because it would be good for awesome creations.