Why do explosives sometimes just burn fast?

  • Sylvi
    3rd Dec 2011 Moderator 0 Permalink
    Explain what is so significant about this "glitch"? What long-term and short-term complications will this cause for projects? Because we've dealt with it for a long time and nothing went wrong with it.
  • cctvdude99
    3rd Dec 2011 Member 0 Permalink
    I think it is just the way particles work in game. It isn't really annoying, so I don't think many of us here mind it too much.
  • Videogamer555
    3rd Dec 2011 Member 0 Permalink
    If it's a glitch in the engine, then it's time to reprogram the base engine of TPT.
  • pilojo
    3rd Dec 2011 Member 0 Permalink
    Explosives are actually pretty close in tpt. It's a rapid release of energy, aka pressure and fire... So stop bitching, explosives are NOT instant in real life, they may seem instant, but really, it's just too quick for us to process.
  • theguitarguy
    3rd Dec 2011 Member 0 Permalink
    Okay, this is probably the 1000th time ive said this but i'll say it again... TPT - as with many other things - is calculated left>right, up>down, so it goes faster when going down as opposed to up. There is no real way to fix this, as the particles have to be calculated somehow, i guess the best bet would just be to have really fast processing power.
  • ThisMustBeHalo
    3rd Dec 2011 Member 0 Permalink
    It burns fast because it's an explosion, not a slow burn (like coal) 'Nuff said
  • me4502
    3rd Dec 2011 Member 0 Permalink
    well, it works like this... from, top left corner, across to left, then down a row... thats the order it does the particle calculations...
  • cctvdude99
    3rd Dec 2011 Member 0 Permalink
    @theguitarguy (View Post)
    @Videogamer555 (View Post)
    Heh, probably the only way to fix it is if all particles are calculated at the same time... As you can imagine, that would lag like hell.
  • Videogamer555
    3rd Dec 2011 Member 0 Permalink

    cctvdude99:

    @theguitarguy (View Post)
    @Videogamer555 (View Post)
    Heh, probably the only way to fix it is if all particles are calculated at the same time... As you can imagine, that would lag like hell.

    They appear that they ARE calculated at the same time, but only when lit from one side. Any other side caues them to be calculated at different times. That's what's so strange about it.
    I thought the process was like in pseudo-code.

    1 read the particles from the screen into an array.
    2 using the values from the first array as input, calculate all changes to occur based on the rules for the different particles and write these values into a new array as they are calculated.
    3 write this new array to the screen after all calculations have been done for the current frame.
    4 goto 1.

    Each frame therefore contains the changes for ALL particle positions as they should be for a given frame.
  • ads999
    3rd Dec 2011 Member 0 Permalink
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