freenode/#shirakumo - IRC Chatlog
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11:46:58
Shinmera
Hrm. Dynamically activating and deactivating passes is something you can't yet really do in Trial.
11:49:49
Shinmera
Recomputing the pipeline is not feasible since that involves recomputing all of the texture specs, and reallocating them all (bad)
14:34:35
selwyn
re fast travel system - why not have the ability to only travel to areas that you have already discovered
14:37:35
selwyn
users won't be upset at the prospect that they don't have to do the same section time and again if they just want to go back somewhere
14:39:46
Shinmera
To some people the question of 'what do these fictional characters eat' is meaningless and doesn't matter because it's not part of gameplay.
14:40:12
Shinmera
But it matters tremendously to the setting and the consistency of the world created.
14:41:31
selwyn
just because you travel somewhere instantly (from the player's perspective) doesn't mean that it has to happen instantly in the game world
14:42:51
selwyn
you could mark the passage of time by changing the time of day in world, like change the backdrop to nighttime or put some clouds up or something
14:43:13
Shinmera
The passage of time isn't important here -- people can understand a 'cut' easily enough.
14:43:47
Shinmera
If you have a car you know you can just use it to drive wherever you want. What sense does it make that the car would only drive where you've already been?
14:47:56
Shinmera
A system that would make sense is say, a teleporter, where you have to activate the receiving end first. Then it's obviously consistent that you can't go everywhere because the teleporters will presumably start in a deactivated state.
14:48:44
Shinmera
Teleporters don't work in my case because they're too advanced a technology to work with the rest -- just an example of a system that would be internally consistent.
14:50:08
Shinmera
I suppose one way that would work is gates that block off tunnels (initially shut to prevent cave-ins) and you have to go to the respective station control room first to open the gate.
14:54:41
Shinmera
as in: swinging the rope end up and down does not produce a wave that travels along the rope
14:55:38
Shinmera
My guess is that in order to simulate that I'd also need to integrate angle velocities along the rope nodes
14:57:27
selwyn
i don't have experience but it sounds v interesting, i'd be interested if you had a link to a demo or code
15:01:13
Shinmera
yeah, it's just a guess. Not sure what the actual solutions are and my google-fu is weak.
15:37:03
Shinmera
It occurs to me that the substeps simply apply constraints without regard for inertia
15:37:41
Shinmera
I'll try a mass-spring system next I suppose, since I'm not immediately sure how to fix the verlet one.
15:53:18
Shinmera
stretching is fine as long as the solution remains convergent in a realistic number of steps.
18:16:03
|3b|
trains could require clearing/repairing the rails, trains that are powered by the rails could require enabling power at each station
18:17:57
|3b|
(and clearing/repairing could be done by an automated system that needs to be restored at each station)
18:18:30
Shinmera
right, but then at that point the gate/power ideas are simpler and just as effective :)
18:58:45
Shinmera
If I remove the term that updates the current point and only focus on the term that updates the following point the rope looks a lot better