I would like to suggest an new legacy function; Ambient pressure. it works like the velocity system within the wall elements but implented to the rest of the solid and perhaps to the liquid, gas and powder elements aka it's the same pressure system wall element got. This would extremly greatly improve the size of todays engines. We would be able to make realistic circuits of pressure gas and liquids. We would be able to make realistic airlocks and a 1000 more saves including realistic pressure.
plz contact me here for any questions or image requests for anything you wonder.
- mr_anderson
EDIT: please first of all, rewrite the pressure code to 1x1 pixel grids instead of 4x4, 4x4 is pretty clumsy in an enviroment consisting of almost only 1x1 pixel elements
@mr_anderson(View Post) This has been suggested before and rejected (pressure insulater) due to the way pressure works in tpt. Currently powder toy uses a 4x4 grid to simulate pressure. It simply wouldn't be possible right now because elements only direct pressure and don't completely block it. basicly, the pressure mapping doesn't really register elements.
EDIT: please first of all, rewrite the pressure code to 1x1 pixel grids instead of 4x4, 4x4 is pretty clumsy in an enviroment consisting of almost only 1x1 pixel elements
The FPS drop would either be more or less dramatic than that much though. There -would- obviously be a drop, but the biggest problem would be rewriting things that are the foundation of so many things in the game xD
Actually the save files already have a defined cell size variable. Obviously it IS possible to change the cell size or that size wouldn't be included in the save. Just change the cell size in the source and go through EVERY .c and .h file in TPT to check to see where that might make problems, and then change them accordingly to make sure it works right.