Trailmakers
Rolandlite Dec 17, 2023 @ 2:39am
Ropes, wires, arresting cables and bungee cords!
Hello, Trailmakers!

I wonderes if it was possible to add ropes, bungees and/or wires so we can tow, pull, arrest and hoist stuff.

Thank you!
< >
Showing 1-5 of 5 comments
Sareth Dec 17, 2023 @ 8:35am 
ropes are unlikely to be added, because rope physics are much more difficult to properly implement than is worth the trouble.

You can already build cranes, tow-trucks & cargo devices, using the tractor beam, pistons, hinges etc.
Poison Dart Frag Dec 21, 2023 @ 7:07am 
There s lots of mechanics they seem to not add just because they wanna make it more of a puzzle of improvising with the wrong parts than providing the right parts. Ropes/cables can be kinda tricky; but there coud be some shortcuts that could make them a ilttle less of a challenge, like making them non-colideable, treating tensioned segments as single solid pieces until they collide at some point, and then partitioning it into solid pieces before and after that point, and exchanging lengths instead of sliding along contact points and so on. There s probably some papers out there on how to implement real-time simplified cable segments out there that could be real helpful.
alvaroping1 Dec 21, 2023 @ 8:19am 
Originally posted by Poison Dart Frag:
There s lots of mechanics they seem to not add just because they wanna make it more of a puzzle of improvising with the wrong parts than providing the right parts. Ropes/cables can be kinda tricky; but there coud be some shortcuts that could make them a ilttle less of a challenge, like making them non-colideable, treating tensioned segments as single solid pieces until they collide at some point, and then partitioning it into solid pieces before and after that point, and exchanging lengths instead of sliding along contact points and so on. There s probably some papers out there on how to implement real-time simplified cable segments out there that could be real helpful.
First, the devs have said that if they are going to have intentionally bad physics, they would rather not implement them.

Second, you can't treat tensioned segments as a single solid piece because they can deform and you don't know how they will end up. By the time the segments are small enough for that to not be an issue, you are just simulating the rope normally. If you allow the rope to change lengths, it becomes pointless as it will always be a straight line between the end points, and that goes back to having intentionally bad physics
Poison Dart Frag Dec 21, 2023 @ 9:43am 
Originally posted by alvaroping1:
Originally posted by Poison Dart Frag:
There s lots of mechanics they seem to not add just because they wanna make it more of a puzzle of improvising with the wrong parts than providing the right parts. Ropes/cables can be kinda tricky; but there coud be some shortcuts that could make them a ilttle less of a challenge, like making them non-colideable, treating tensioned segments as single solid pieces until they collide at some point, and then partitioning it into solid pieces before and after that point, and exchanging lengths instead of sliding along contact points and so on. There s probably some papers out there on how to implement real-time simplified cable segments out there that could be real helpful.
First, the devs have said that if they are going to have intentionally bad physics, they would rather not implement them.

Second, you can't treat tensioned segments as a single solid piece because they can deform and you don't know how they will end up. By the time the segments are small enough for that to not be an issue, you are just simulating the rope normally. If you allow the rope to change lengths, it becomes pointless as it will always be a straight line between the end points, and that goes back to having intentionally bad physics

For segments that aren t tensioned, you subdvide them by whatever amount is a good compromise of performance versus visuals.

Tensioned segments by definitions can t deform, they are straight lines precisely because they re being tugged from both ends enough to fight gravity or whatever forces. And if you re talking about the situation where an obstacle pushed against the point in along a tensioned segment and forces it to bend, pulling on both sides, then like I said, that contact point is where it gets split, and the lengths of the segments are adjust to account for the pulling.
Poison Dart Frag Dec 21, 2023 @ 11:49am 
Here s a video demonstrating some of the ideas I mentioned: https://www.youtube.com/watch?v=lGdBSGaiuAM
Last edited by Poison Dart Frag; Dec 21, 2023 @ 11:50am
< >
Showing 1-5 of 5 comments
Per page: 1530 50