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This seems like a fundamental issue and is probably something that should have been included from day one. Yet, the issue remains! ... 95% of other action survival RPG-type games usually have this kind of emersion game physics working at early access launch.
Enshrouded devs will most hopefully fix the issue now rather than sit on it for 3-6 months or a year ... help "make gaming great again" (lol).
The only "physics" is simulated gravity on the player character.
This is pretty much like minecraft and a lot of other games, but these days we have come to expect physics to be a thing in these kind of games.
I suspect it would require a complete rewrite of their game engine, and probably not something you'll see for a while if ever.
adding physics will require adding weights to everything in the game, there will be a lot of performance heavy operations happening, and i suspect it would raise the system requirements to play the game by a lot.
constructions would become a little more limited (though i would enjoy having to think like an engineer to build stuff - but it would limit creativity a lot).
Once again, that would also put a big load on your system, specially in a voxel system.
You look at a game like Valheim which has those sorts of physics and you can see how bad it runs even on high end machines, once you start building a lot of stuff (and that game is running semi pixalized low demanding graphics)
The physics in this game are basically non existent, which is a bit of a shame and probably my biggest disappointment, physics in games adds so much immersion and it being missing is a shame.
There is magic in this world so my head cannon is if the building or whatever is floating... MAGIC! XD
I really dislike how you can make a tunnel and sometimes slide down from it 200m, it has a very unrealistic feeling.
Agreed its an engine limitation, I dont expect it to be implemented.
Not a complete rewrite of the engine, but certainly having to integrate a new library, and rewrite a lot of game code.
There's ways to do it without physics calculations, most of games you refer to don't even use physics for this. The "support" system you see in a most of them doesn't use physics. It's literally just looking for the nearest object below it, and determining if that is too far away to be "supported". Valheim is a little more complex in that it traces a path to "ground" and runs a support calculation off of the sums of the other pieces in-line to ground. Looks like physics, but isn't. It's just a +1 on the lazy or cheap way of doing it. 7 Days to Die pretty much does the same thing except it does do a "light" physics simulation when a structure collapses in order to generate rubble.
Now, Red Faction Guerrilla, that game does use physics for its structural support. I just want to illustrate the difference. Most games aren't actually using a physics library for this.
That said, to implement something like that you have to define the entire structure as an object, and be able to map/navigate the relationship between components of the structure. That's still a rewrite of a significant game system. And yes, this does have a performance impact. I suspect that the reason they did not do this is they wanted to reduce the cost of extremely densely populated regions. As you will also notice: most games that do incorporate structural support tend not to have very complex structures. There's multiple reasons for that. It is substantially cheaper when all you have to do is fix a component at its placement location, and it doesn't have to worry about what it's touching, or if it's a part of a group. Keep in mind that adding that capability is itself a compromise.
there is no stability. it makes no sense to have it in a game where your base is never ever in any danger. games who have these limits often have base attacks and have these systems to prevent the player avoiding the raids by hideng on a floating base.
while in this game you can just do this :
https://steamcommunity.com/sharedfiles/filedetails/?id=3155518939
this is close to the absolute maximum height build limit of the map. yes that are the 3 ancient spires of the first part of the current accessable map. it takes over 1 minute to fall to ground from there. yes its floating in the sky. no ground contact. you wouldnt even have enough altars to reach ground contact from there currently. you did run out even if all 8 altars where maxed you wouldnt make it to ground from there.
but you can alter the altars to build up and delete the lower ones and climb up doing this. same as terraria and minecraft.
Yeah, I consider the lack of physics kind of refreshing. I can just built without any limits, and I don't have to worry about one single tile of my roof spontaneously breaking over and over due to integrity bugs, because the system somehow calculates it lacks support.
In Valheim every build piece is one gameobject with its set of properties and scripts, some pieces are large and cover a good area, but if you were to make it here, every single Voxel would have its set of properties and interact with others to be part of this system??
Sounds daunting. I know we have voxel games with physics (Teardown comes to mind), but that game is also much simpler graphically and you can see how it slows when people destroy the supports of very large buildings.
Overall i don't think this is a great idea for Enshrouded. It would also limit what people can build a lot