Enshrouded

Enshrouded

View Stats:
Nagai Jan 28, 2024 @ 7:58am
Gravity in objects and NPCs
Correct the gravity of the game.
When I destroy the base of a tower it still remains suspended in the air.
It is possible to stack an NPC on top of itself and lift it into the air.
< >
Showing 1-11 of 11 comments
AKMARK5000 Feb 6, 2024 @ 12:40pm 
Originally posted by Psikai:
Correct the gravity of the game.
When I destroy the base of a tower, it still remains suspended in the air.
It is possible to stack an NPC on top of itself and lift it into the air.


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).
Sleepy Feb 6, 2024 @ 12:45pm 
Yeah, that's a foundational thing. I imagine it's going to be a while before anything is done about it, even if it's just if(unsupported){destroy.above()}. I suspect structures don't have that relationship mapping built in.
Anima Mundi Feb 6, 2024 @ 1:03pm 
I don't know if they will ever change, the game fundamentally has NO physics, period.
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)
Prown Feb 6, 2024 @ 1:28pm 
Yeah this isn't something that is just... "fixed" it's a core engine limitation.

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.
Kittenborn Feb 6, 2024 @ 1:33pm 
I really don't want physics in building, I play enough games with it and most times they are never very good or done so poorly it gets to be a pain trying to make a proper build.

There is magic in this world so my head cannon is if the building or whatever is floating... MAGIC! XD
MeGa Feb 6, 2024 @ 1:34pm 
Originally posted by Prown:
Yeah this isn't something that is just... "fixed" it's a core engine limitation.

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.
Yes, initially its not noticeable, but the more you play, its more and more noticeable.

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.
Storm Reaver Feb 6, 2024 @ 1:35pm 
Please, No. I want my floating island.
Sleepy Feb 6, 2024 @ 1:39pm 
This is going to be a little to the choir I think.

Originally posted by Anima Mundi:
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.

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.
Nerevar Feb 6, 2024 @ 1:54pm 
this is intentional. you can literally build your base into the heavens until you reach the total map height limit box in this game.

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.
Last edited by Nerevar; Feb 6, 2024 @ 1:58pm
william_es Feb 6, 2024 @ 2:11pm 
Originally posted by Kittenborn:
I really don't want physics in building, I play enough games with it and most times they are never very good or done so poorly it gets to be a pain trying to make a proper build.

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.
Anima Mundi Feb 6, 2024 @ 2:58pm 
Originally posted by Sleepy:
(snip)
Well written detail. While Valheim does indeed use Unity physics for most things with a custom written water physics, i am aware that the structural integrity system is indeed just a simple cheat (thank goodness). The stuff still takes a toll on performance albeit smaller.

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
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Jan 28, 2024 @ 7:58am
Posts: 11