Sudre wrote:
I think it's getting a little too complicated. I know that on Kadish the leaves fall at a slower rate than I do. I don't think they have multiple gravities. I think the code for the leaf is just different. This could easiely be done for objects released by an avi in water.
Not knowing how the physics engine works myself I can't say for sure but I think the gravity is set for each object. When the other KI versions were used on the other shards an avi could stay floating in the air by typing /float (i think it was) while others were still subject to the usual gravity rules. The float command could have been done simply by locking the avi's position but then there was fly mode.
I know there are ppl trying their hand at writing an age maybe they could provide an answer?
Hi, Sudre.
Just kinda talking through this, because I am really enjoying this conversation. You probably know all this, I'm just trying to explain my thinking a little better.
Other than leaves and pieces of paper, everything in our day-to-day falls at the same rate. (I'm going to wrap the air resistance issue into the buoyant force since I'm restricting what I'm talking about to strictly up-and-down forces. And I'm not even going to touch the normal forces here.

)
Since air is a fluid (just as water is), there is a buoyant force everywhere. So we are living at the bottom of an ocean of air. Air is a
lot less dense than water, so it provides
far less of a buoyant force. Darn near almost nothing in the air goes up instead of down.
When you say
Quote:
I don't think they have multiple gravities. I think the code for the leaf is just different.
How would the code for the leaf be different? Which is not being argumentative, but to say if not one (net) force or two opposing forces (which would yield a net force, which you could effectively call a different gravity), how else could the code for the leaf be different? I might be getting confused by semantics.
So I would think, were I the coder, there would be two options. If I am anticipating that there will only be in-air gameplay, then I would write in one gravity for feathers, pieces of paper, and leaves and another for everything else.
If, however, I were anticipating that there would also be extensive underwater scenarios (and I had supportive employers who wanted to make this stuff as realistic as possible), then I might choose to use both the buoyant force and the gravitational force throughout (if it could be written elegantly enough so as to still be efficient).
You can always do shortcuts, I suppose. You could define a balloon filled with helium to (when held onto by avatar) stay at the height defined by the string, and when released to float upwards at a certain rate. But that definition would be game-specific, and perhaps ennabled by the physics engine, not necessarily defined there.
I wasn't here back when /float was an option (but wow would that be fun) but that would similarly (I think) be coding the avvie to stay at a certain height (or change where the ground effectively was for that avvie even tho it doesn't look that way, visually).
You mention that people are writing ages -- do you mean literally just the ages themselves or working on physics engines as well?
I'd really like to hear more about both the physics engines and incorporating them into the Ages. Please.
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