Revert Removed Underwater Impulse

Revert Removed Underwater Impulse

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Revert Removed Underwater Impulse

Post by Google_Frog »

http://springrts.com/mantis/view.php?id=3704
https://github.com/spring/spring/commit ... cf96552b8c

Games should implement this behaviour with lua. It is very hard for a game to reimplement these special cases removed by the engine. It is easy for a game to make some units immune to impulse. When a unit submerges give it very large mass.

The engine should implement general behaviours with few game specific special cases. I know we have many of these behaviours but don't add more!
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Revert Removed Underwater Impulse

Post by jK »

11:55 [LCC]jK: you should reformulate your requests and tickets to "just disable explosion based impulse for water units, but still allow lua one!"
11:56 [LCC]jK: this would get fixed, total revert of the commit won't happen
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Revert Removed Underwater Impulse

Post by zerver »

I think the engine having slightly exaggerated and unrealistic 'lolphysics' by default is something positive and I absolutely love seeing subs being blown onto shore.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Revert Removed Underwater Impulse

Post by Neddie »

zerver wrote:I think the engine having slightly exaggerated and unrealistic 'lolphysics' by default is something positive and I absolutely love seeing subs being blown onto shore.
Far superior to unrealistic 'nophysics', at least.
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: Revert Removed Underwater Impulse

Post by abma »

i've reverted my commit... https://github.com/spring/spring/commit ... 1dccd30907

i'm really undecided about it / don't care enough. so i prefer less c++ code :)

never thought this commit would have this effect... thanks for the feedback!

i hope thats fine for you, too, jk?!
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Revert Removed Underwater Impulse

Post by Pxtl »

Wouldnt changing mass on water contact have bad effects on transports?
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Revert Removed Underwater Impulse

Post by Anarchid »

Wouldnt changing mass on water contact have bad effects on transports?
Underwater transports?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Revert Removed Underwater Impulse

Post by Forboding Angel »

Perhaps the magnification of impulse should just be toned down a bit?
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Revert Removed Underwater Impulse

Post by Silentwings »

Could someone tell me what I have to do to make a submarine jump out of the water? :roll:

Edit: Found it on mantis :mrgreen:
User avatar
NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Revert Removed Underwater Impulse

Post by NeonStorm »

Special case... AAAHHHHH

IRL under water explosions have much more impulse, because water can't get compressed.

Although there might be some backwards drift afterwards caused be the vacuum.
When a unit submerges give it very large mass.
O_o This fucks target priorities and transporter behavior!

Why not just use/fix push-resistance or add an attrition variable?
Post Reply

Return to “Engine”