SE2 Suggestion: Optimized Structural Integrity via Macro-Chunks & Stiffness Coefficients

Artur Saifetdinov shared this feedback 5 hours ago
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**Summary:**

Move away from flat, static block HP and introduce a dynamic Structural Integrity (SI) system that rewards smart engineering (internal frames, load-bearing structures) and punishes flimsy designs, without destroying CPU performance.

### **The Core Mechanics**

#### **1. Dynamic Strength Coefficients (Stiffness Multiplier)**

Instead of every block having fixed health points, a block’s durability should scale based on the **stiffness** of the surrounding structure.

* Blocks attached to a heavy, well-designed internal chassis or structural ribs receive a **strength bonus (e.g., 1.5x multiplier)**.

* Blocks on long, thin, unsupported sections (like single-block antenna masts or long wings) suffer a **frailty penalty (e.g., 0.3x multiplier)** and take more damage from impacts, thrust stress, and weapons.

#### **2. Performance Optimization: Hierarchical Macro-Chunks**

To prevent massive grids from melting the CPU with real-time finite element analysis, the engine can utilize a **hierarchical grid system**:

* The grid is virtually divided into larger sectors (**Macro-Chunks**, e.g., 4 \times 4 \times 4 or 8 \times 8 \times 8 blocks).

* The structural graph and overall stiffness are calculated **only at the Macro-Chunk level**, drastically reducing the number of calculation nodes from tens of thousands of individual blocks to just a few hundred macro-nodes.

* These calculations are performed **only when the grid geometry changes** (block placed or destroyed) and then cached. During normal flight, CPU overhead is virtually zero.

#### **3. Bounded Physics Propagation & Leverage Logic**

To simulate realistic structural failures (like a long wing snapping at the root during a high-speed collision or high-G maneuver) without full-grid physics updates:

* **Localized Damage:** When an impact occurs, detailed block-level physics and damage propagation are **bounded** to a specific radius around the impact zone.

* **Macro Torque Check:** Simultaneously, the engine runs a quick leverage/torque check across the Macro-Chunk graph. If the force exerted on the tip of a long structure exceeds the threshold of its connection node, the engine "wakes up" the blocks at the root/base and triggers a clean structural snap.

### **Why the Community and the Engine (VRAGE3) Will Benefit**

* **Combating the "Flying Brick" Meta:** Currently, the most efficient combat ships are solid cubes of heavy armor. A structural integrity system forces players to design realistic ships with internal skeleton frames, crumple zones, and proper mass distribution.

* **Highly Scalable:** By combining cached macro-chunk graphs with bounded local physics, the system delivers the *illusion* of deep, complex physics while keeping the computational cost extremely low (estimated 5-15% peak CPU usage during critical impacts, 0% during stable flight).

* **Hardcore Appeal:** The Space Engineers community thrives on overcoming technical engineering challenges. Introducing a visual "Structural Stress" overlay in the build mode would spark a whole new wave of tutorials, blueprints, and gameplay depth.

Replies (1)

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how would a system like this handle a situation where a large base is being attacked from multiple angles by multiple targets, each macro block would have a seperate physics chunk, connected to the main, then the calculations when chunks get seperated and blown off the main, with more physics stacking as more and more seperate and deform.


where does the proposed system just become the current system as macro chunks become individual blocks, or do the chunks just keep getting reduced to smaller and smaller chunks?

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Great question, Marcus! You’ve pointed out the classic worst-case scenario. However, the system avoids degrading into a per-block nightmare through a few architectural constraints:

Debris vs. Structure: The moment a chunk is blown off, it converts into a standard rigid body (debris). It completely stops calculating internal Structural Integrity (SI) because it's no longer part of the load-bearing grid graph. Standard multi-body physics handles this efficiently.

Adaptive Degradation (Octree/Hierarchical approach): Dynamic sub-division only happens at the exact zones of impact. If a base is hit from three angles, only those three local macro-chunks dynamically split into smaller sub-nodes. The remaining 90% of the massive base stays optimized as huge macro-nodes.

Asynchronous Time-Slicing: SI graph recalculations don't need to happen on the immediate physics tick. They can be queued asynchronously across multiple frames.

So the system doesn't collapse back into individual blocks; it just dynamically adapts where needed, keeping CPU overhead bounded even during heavy rakes.

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