SIMPLE Voxel based Liquid Water

Никита Постников shared this feedback 4 years ago
Submitted

How to simply make water: we treat it not as actual volumetrick liquid(to much to calculate), but something as simple as a voxel with different properties(For reference Minecraft water).

Plain and simle, LIQUID is a new flag for voxels, In gravity field Liquid source block creates Liquid Flow Voxel that expand from source voxel for 8 voxels gradualy shrinking in size(Level 0 flow to 7) and aplying some force on entities(Characters and some light grids). Two Flow voxels of level 0 on interaction create source Voxel.

Same goes for Flowing down, Source voxel, Pouring down flow voxels.

Now the fun part, Liquid interactions with other Voxels: Terrain voxels treat liquid voxels as air, as in they don't connect. Wile Liquid extends into those voxels simulating actual liquid behavior.

Obviusly some of us will want pools, so next part, liquid interactions with grids, like with voxels, blocks treat as air or lack of one for presuarization, while liquid voxels extends in the block.


All fun and games untill buoyancy simulations. In here all I can say take O2/H2 tanks and calcualte buoyancy based on them.

Splashes and other aspects of lqiuds aren't needed, It's a game, leave it as one.


In conclusion, It's npt that hard, now simply to make something like this a reality and Modders will take it from here, as usual.

Replies (1)

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This description isn't exactly a great one, but from what I can see it doesn't address any of the actual issues that water has, hurts realism even more, and generally doesn't really do much more than add an unnecessarily complicated feature into a perfectly functional existing system.

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Oh yea, water can hurt realism more then: guns that need no reload(yes something you and MANY others adresed over the past years!)/floating voxels/Flying bricks of ships that can break any and all laws of physics.

This was left as a feedback, something to improve upon, how about actualy adding to it instead of bashing it in.


And in reply to :"doesn't really do much more than add an unnecessarily complicated feature into a perfectly functional existing system", seriusl? Back in my bank development day such "system" would have to upgraded CONSTANTLY for the sake of keeping up with the world, they decided to keep the game up(Yes it is a GAME realism to those who want it) they need to addapt and upgrade for it to be competitve with others, and now SE is on the backside of idustry with Even empyrion in its raw state is far ahed of This game.

The only reason this game is still alive for now are:

1) sandbox and breacking stuff you worked on is always fun

2)Mods

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It's an unnecessary break from realism that doesn't have any advantages. At least Jump Drives are necessary because of long distances.

The whole point of a suggestion is to show an idea for how the game could be improved. If it isn't an improvement, then the issues should be pointed out to fix them. And if the issues are core to the idea, then unless the benefits outweigh the costs, it should be scrapped.

I have no idea how that paragraph is at all relevant, but the primary issues here are that the combination of scale and the most likely interactions with water cause a much less accurate approximation of water than in Minecraft, and the current ice system does its job without any issues. SE needs updates to stay alive, but adding new content is how we do that, not by breaking current systems.

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