Space Engineers

Space Engineers

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TheBritishJay 2019 年 5 月 21 日 上午 9:21
Moving voxels? could it work?
okay so here is a point if we could move lets say asteroids then what is stopping us from moving planets their mass but that would be another calculation for the game lowering sim speed, on the other hand it could mean we could have fabricated voxels that can move when part of a ship..... hidden door anyone
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正在显示第 1 - 15 条,共 19 条留言
Jel 2019 年 5 月 21 日 上午 10:18 
It COULD work if the game DID support moving voxels.
Since it does not - it wont work.
seronis (已封禁) 2019 年 5 月 21 日 下午 12:18 
Every single voxel is on the SAME grid in SE> Just like minecraft. For some stupid reason KEEN did not have each voxel body on its own local grid (like how every non voxel object works).

This means voxels can not move and cannot even rotate. They cant translate in any way.

There is no reason for this. It does NOT cause extra cpu load. Its actually very simple to have large voxel bodies that are movable. Kerbal Space Program does it right now. SPORE could do it 15 years ago.
Lander1 (已封禁) 2019 年 5 月 21 日 下午 12:30 
This should be put to Keen for a vote, the idea would get my thumbs up.
NYVS 2019 年 5 月 21 日 下午 1:09 
My thoughts:
Cool, but what vector paths would they follow? Straight, curved (what radius, about which point).
Would forces act on them? How would they react to collisions with other voxels? What would happen to the guy in multiplayer who was caught between the impact of the two?
How much more math would be needed to predict orbital pathways, course correction modelling?
What would the delta-v be like in free space to meet up with a planetary body?
How nice are the implications to the newer players from a difficulty curve point pf view?
Lander1 (已封禁) 2019 年 5 月 21 日 下午 3:05 
We could have proper meteor showers... re-enact scenes from Crusher Joe...
最后由 Lander1 编辑于; 2019 年 5 月 21 日 下午 3:06
Karmaterrorᵁᴷ 2019 年 5 月 22 日 上午 6:17 
引用自 seronis
Every single voxel is on the SAME grid in SE> Just like minecraft. For some stupid reason KEEN did not have each voxel body on its own local grid (like how every non voxel object works).

This means voxels can not move and cannot even rotate. They cant translate in any way.

There is no reason for this. It does NOT cause extra cpu load. Its actually very simple to have large voxel bodies that are movable. Kerbal Space Program does it right now. SPORE could do it 15 years ago.

The getting them to move would probbably be the easy part. Its the getting everything else to work with them that may be hard.

Im thinking just having a ship in atmo on a spinning planet that moves through space.... That on its own needs every grid on the surface to move as fast as the planet is. Hovering ships would technically be moving through space at possibly way above the speed cap trying to track the planet.

What about rockets. They need then to have these crazy vectors when fired, because working as they do now you would fire it, and the planet would slam into them as they went along there perfectly flat trajectory.

Basically everything within atmo or on the surface becomes a fast moving object that has to maintain its positiom reletive to the planet itself :)
最后由 Karmaterrorᵁᴷ 编辑于; 2019 年 5 月 22 日 上午 6:18
TheBritishJay 2019 年 5 月 22 日 上午 11:03 
引用自 Karmaterrorᵁᴷ
引用自 seronis
Every single voxel is on the SAME grid in SE> Just like minecraft. For some stupid reason KEEN did not have each voxel body on its own local grid (like how every non voxel object works).

This means voxels can not move and cannot even rotate. They cant translate in any way.

There is no reason for this. It does NOT cause extra cpu load. Its actually very simple to have large voxel bodies that are movable. Kerbal Space Program does it right now. SPORE could do it 15 years ago.

The getting them to move would probbably be the easy part. Its the getting everything else to work with them that may be hard.

Im thinking just having a ship in atmo on a spinning planet that moves through space.... That on its own needs every grid on the surface to move as fast as the planet is. Hovering ships would technically be moving through space at possibly way above the speed cap trying to track the planet.

What about rockets. They need then to have these crazy vectors when fired, because working as they do now you would fire it, and the planet would slam into them as they went along there perfectly flat trajectory.

Basically everything within atmo or on the surface becomes a fast moving object that has to maintain its positiom reletive to the planet itself :)


you could have it so they have no movement they stay in the same place no rotation because the sun already rotates, but have it so asteriods could be moved as a grid so they could be dropped onto a base or hovering at the edge of gravity as a anchor for a space station
M.Red 2019 年 5 月 22 日 上午 11:30 
we got relative dampening. could this work on a planet?
like theoretically place a invisible undestructible block in the planets center - apply relative dampening when moving objects enters atmosphere.
最后由 M.Red 编辑于; 2019 年 5 月 22 日 上午 11:54
Rv2pc3d 2019 年 5 月 22 日 下午 12:19 
The future is coming where all of these things will be possible.. just be patient. 20-25 years ago, trees were just a 2D images posted on a 2D map... and they didn't even sway in the wind. :|

Be patient, but keep dreaming!

On a side note, some far-away galactic activity would be nice to see every now and again.
NYVS 2019 年 5 月 22 日 下午 12:36 
^An Easter Egg planet located at one astronomical unit from origin in the easy start could be cool. Still not really game on moving asteroids considering how they are currently generated in worlds; but that being said, a certain survivability scene in a certain star wars movie would be pretty easily doable.

edit; only reason for not liking idea is simply just how I map asteroids relative to other objects, got a single one halfway between mars and earth in my primary easy start world I stop at as a recording point (where I keep my uplifted monolith, stereolith); trying to get sampkes of spiders and wolves there but no success atm).
最后由 NYVS 编辑于; 2019 年 5 月 22 日 下午 12:40
Rv2pc3d 2019 年 5 月 22 日 下午 12:59 
引用自 NYVS
^An Easter Egg planet located at one astronomical unit from origin in the easy start could be cool. Still not really game on moving asteroids considering how they are currently generated in worlds; but that being said, a certain survivability scene in a certain star wars movie would be pretty easily doable.

edit; only reason for not liking idea is simply just how I map asteroids relative to other objects, got a single one halfway between mars and earth in my primary easy start world I stop at as a recording point (where I keep my uplifted monolith, stereolith); trying to get sampkes of spiders and wolves there but no success atm).

I was in a previously undiscovered dark crevasse yesterday while searching for the extremely illusive Uranium... and while I was in that crevasse, I was thinking the whole time, "man, some large worm looking beast would be extremely scary right about now". The crevasse was dark and scary!
NYVS 2019 年 5 月 22 日 下午 3:44 
^Nah, not even close; try hunting the illusive KLANG monster at the center of the alien world....
Jel 2019 年 5 月 22 日 下午 11:18 
You guys are funny, discussing what the game would be like when it did something it isn´t supposed to do - when it doesn´t even properly do what it IS supposed to :)
seronis (已封禁) 2019 年 5 月 23 日 上午 1:27 
@JJ the calculations for something are actually stupid easy. At any given time an object is owned by one gravity well. So while on planet your movement is based solely on that planet. At the point where you leave a gravity well you are assigned a new orbit path that maintains your current global velocity. This is what KSP does and what some of the old Elite clones (no not elite dangerous) did.

NYVS 2019 年 5 月 23 日 上午 6:59 
Unless your doing three body simulative calculations; I see another potential issue here with too many 'simultaneous' equations running at the sam'ish' time. Unlike Kerbal with distinctive zones that are always defined and don't cross if I recall; in SE you can soawn planets such that they intersect each other, or given a recent youtube video, create a centralised local gravity point that causes you to fall literally in between them. That could lag the game quite a bit...

@Jel what is SE supposed to do in your words? I mean you can state an opinion on SE being a game and all, but why; seems kinda pointless to just make a statement without any remarks...
最后由 NYVS 编辑于; 2019 年 5 月 23 日 上午 7:01
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发帖日期: 2019 年 5 月 21 日 上午 9:21
回复数: 19