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The first two have probably been touched on previously, but here's more...
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1 - The ability to change gravitational fields around certain objects, for example, switching gravity from pulling straight to the bottom of the screen to pulling towards the center of a circle or other mass, instead. This could lead to a lot of different possibilities, including conflicting gravitational fields, black holes, and a few other things.
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2 - Magnetics. It's been said quite a lot before, but I'll post it here again. This could lead to magnetic motors, gauss rifles, and other things like levatation. Yes, i don't really expect this to be ever realeased, due to the complexity of coding in other gauss effects and the pos/neg poles.
More Information from Borgoth
Ok, here my 2 cents about the magnet system:
Because I think it might be very useful to add magnets to phun I thought about what options you can create for the magnet tool/option. I came up with the following things:
You can select the "magnetise" option in the right mouse option of an object. Because you can magnetise in the right-click menu you can apply it to your own shaped or custom objects. In the magnetise menu you will be able to select if the object must attract the + or - pole (or both). Or that it is only being attracted. In other words, it doesn't attract but can be attracted by magnets. It also has a slider to set the radius of the attraction. From 0 to 100 or something. And also a strengt slider that some weights are too heave to lift/move. And offcourse a water attracting function. This can be useful to transport water or being creative with it in other ways.
So in short:
-Right-click menu
-Pole selection
-Water attraction
-Able to use custom or standard shapes
-Attraction radius by slider
-strength by slider
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3 - Advanced Collision Properties. This would involve the strength, softness, and other physical properties of an object. So an additional geometry setting could possible be "hardness", which would change what happens when an other object collides with it. If it was set to maximum hardness, it would be extremely brittle and crack upon heavy collisions. If it was soft, a collision would smash or dent it. For example, if someone made a gun that was set to shoot a heavy object at a brittle box, it would smash. If it was set to shoot a heavy object at a soft object, it would act like a real bullet and cut a path through the object. This update could allow things like actual mushrooming bullets, fake glass, flesh, and other things like that. For the programmers, this would be Really Hard thing to code in.
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4 - Preset Elements. This could go along with the Advanced Collision Properties, and would add actual elements from the table of periodic elements to Phun. The elements could have similar properties to the real things like weight and other facts, and wouldn't be editable. I don't really expect this to be implemented, either.
Yep...This was a really long post...

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Magnetics and Gravitational Pull changing would be a great addition! I'm not all fofr the elements, but it would be cool.
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^
your wrong they are called maglev trains
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Advanced collision properties would be cool, but as you said it's really hard to do, and probably quite CPU-requiring.
Preset elements. I don't like it. I mean sure it would be cool, but too advanced and scientific. Phun is rather a toy then a laboratory.
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I always thought it would be cool if you could select a tool, and wherever you clicked the point of gravity was in that spot. Everything would suddenly fly towards this point. Crushing together. I would imagine it'd be CPU intense in some cases. But overall it would be very cool. ![]()
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yea really Emil should do this I love the magnetism idea and the soft/hard object thingy.
PLEASE DO THIS EMIL!!!!!!!
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awsome idea, ive thought about it and it would be awsome!
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OMG!!!!
ITS TEH RETURN OF THE N00b!!
lol...
seriously, though, STOP BUMPING DEAD TOPICS!!!
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this idea is actually pretty awesome.but i think it should be just magnetism and not magnetism AND relative gravity.
its like killing 2 birds with one stone
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and why do u keep calling me names cuz i think idea are cool and you dont?
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they, do, it's just that this is an old topic, and they're always looking in the new topic section for topics to post on, and when u post on an old topic, it brings it up to the top of the list, causing them to get excited, thinking there's another post on one of their topics, and they don't like that....
for now, until you get respected more, just sort of ignore their mean posts and don't post on old topics... this gets u far in phun forum life ![]()
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ok ty but i really dont understand why they have to cuss so much cuz there mad
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1 - The ability to change gravitational fields around certain objects...
the idea is good, but its hard to code it since the angle of the gravity must change and get "around" the object the gravity field is at to force the other objects in/outward it...at last 4 now i think its a bad idea to work at this...there are lots of tools that would be much more enjoyed and used and that are waiting for some "phunmakers freetime" to be worked into...
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2 - Magnetics...
basicaly, magnets would be gravity fields that affect magnetic objects...so else of the code needed 4 the gravitational fields idea, it would also need a code to say if an object is a magnet, a ferro(metal) or a non-ferro(not affected by magnetic fields)...else of lots of other things...so basicaly its the same case of the gravity field idea...
IMPORTANT NOTE: still...i know a mod of a 3dgame (GARRY'S MOD 10...a half-life 2 modification) have both gravity and magnet features...(remember...we are talking abolt a 3d game...with need a hell of a lot more complex code)...
so i dont really think its impossible for phun to get such engine codes...(well..hl2 had a lot more crew to work on its engine, and hl2 still took a total 7 years to be releaced betwen work in the engine, in the game and models/textures arts)...but cmon...it cant be that hard...and its sure to be worth it...
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3 - Advanced Collision Properties.
well...im sorry to say that but...this feature is (at last at this moment) impossible....reasons:
1*: the "bullet" part is currently impossible to be runned in real-time rendering(games)...
2*: even if the objects arent cut(reason 1)...its still hard to real-time render objects changing itselves shapes...the closest of it in realtime rendering is at a racing game called "dirt"...where if u crash ur car at a roadside (metalic cover...dont know name in english) it will twist...still...it needs a massively complex coding...
so i think its a better idea to simply make a feature that does "breakables" automaticaly(also requires a hard-to-do code but its much less complex than dinamic-shape-changing) like the ones at phunbox...
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4 - Preset Elements.
i dont really understood that exactly was u meaning with this one but...as far as i understood...its already in phun...
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i think we should throw out the gravity idea and just do magnetism.its a lot easier than putting both because they do the exact same thing
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daggeron8 wrote:
i think we should throw out the gravity idea and just do magnetism.its a lot easier than putting both because they do the exact same thing
I guess its already added.
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I think we'll see gravity before magnetism, due to the inherited complexity of electromagnetism ![]()
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well, actually, they do one, and then they would have the base for the other. gravity draws everything in. same pull code could be used, just looking for code saying its magnetic or ferrius (not sure if i spelt it right). the magnets pushing eachother would again, be the same as turning gravity into a negative. hard code, but with one comes an easy other.
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no, because gravity and magnetism don't pull the same way.
gravitational pull = mass*gravitationalConstant*distance
electromagnetic force = read here, pretty darn complicated
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preset elements... awesome idea!
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