thats why i said mass or size factor.Katawa wrote:A clearer determinate for LoD is the screen-space a model takes up.
it will be pretty analogous to screen space but without any extra calculations
thats why i said mass or size factor.Katawa wrote:A clearer determinate for LoD is the screen-space a model takes up.
What would happen if you drove your car into a wall?lmaluko wrote: It would be like a train hitting a motorcycle and the motorcycle staying put while the train goes off the rails?
Yeah, it'd be about like that.Cha0zz wrote:What would happen if you drove your car into a wall?lmaluko wrote: It would be like a train hitting a motorcycle and the motorcycle staying put while the train goes off the rails?
I think this would be probably one of the main reasons for ships to have shields (besides from fighting).Talvieno wrote: Now, here's the thing. Realistically, if a spaceship hits an asteroid, the spaceship isn't going to remain rigid. It's going to splat. I don't care how big the spaceship is. Spaceships are hollow - and asteroids tend to be very, very solid. .
It wouldn't really depend on the mass... hollow is still hollow. Think of it this way: imagine a house falling from around 5k feet. The house splatters, right? Now imagine dropping a house the size of a skyscraper. Is the earth going to shatter? Is there even going to be a crater? Nope, house still splatters.Cha0zz wrote:I think this would be probably one of the main reasons for ships to have shields (besides from fighting).Talvieno wrote: Now, here's the thing. Realistically, if a spaceship hits an asteroid, the spaceship isn't going to remain rigid. It's going to splat. I don't care how big the spaceship is. Spaceships are hollow - and asteroids tend to be very, very solid. .
It also would really depend on the mass of the space ship vs the mass of the astroid and their relative speed to each other (and the strength of the hull and shields).
It would matter to the astroidTalvieno wrote:It wouldn't really depend on the mass... hollow is still hollow. Think of it this way: imagine a house falling from around 5k feet. The house splatters, right? Now imagine dropping a house the size of a skyscraper. Is the earth going to shatter? Is there even going to be a crater? Nope, house still splatters.
Well, there is another, highly controversial idea that would possibly push astroids away without any physical interaction with shields or the ship itself, here I propose a force induced by the propulsion mechanism proposed by thymineC; the H-drive (with associated H-field).Talvieno wrote:
The shields might change that, though, I don't know. In some games they do, in others, they don't. Personally, I can see myself bulldozing an asteroid field into a tightly-compact clump just for the heck of it.
Anyway, if shields act like a solid wall, then the mass of the ship matters. (When I said "size" earlier, I meant "mass". I just got lazy.) I do imagine that the shield ought to take a ridiculous amount of damage, though. I also don't like how shields are generally expected to stay at full strength until their bar hits zero, but that's a pet peeve of mine that can be saved for another day.
Pushing asteroids away would force them to become dynamic, but that's fine if you can dynamically make them dynamic and then revert them back to being static later. I propose how the H-drive should handle passing through differently-sized/different-mass objects here.
maybe both.Talvieno wrote: Tractor beams make a lot more sense than bulldozing asteroids. (I'm also not much of a fan of asteroids that go poof. Sounds like some sort of kiddie game, honestly, all science behind it aside. :\ )
I appreciate the idea, and would like to add that it would be inconceivably annoying to crash against solid walls while flying over a ship... easily solved, really, but. I don't think that procedurally generated ships will necessarily have a little hole in the wall after a long trench. (also, that whole scene in Star Wars was extremely unrealistic in a ridiculous number of ways. (that said, it was still very cool.))Eery Petrol wrote:Two words:
Trench Run.
I want collision detection to be good enough to do trench runs. I want to target the core. I don't know if LT will have system specific damage, but I want to find, aim at and eradicate them one by one.
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