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Post by zelkova on Aug 20, 2010 5:10:58 GMT
Lava is hot...Not sure how useful it may be but fun to play with it.
Sand become lava just like clouds turn into water.
Water have a nice effect with a lava world though.
Seed burn a lot...A lava world with a ring of seed can easily make a sun.
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Post by Vertigo on Aug 20, 2010 6:23:46 GMT
My planet. ...My planet after the white hole core.
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Post by disabled on Aug 20, 2010 10:41:57 GMT
Interesting: If you shoot Cloud into a pool of lava it wil eventually be submerged and never be destroyed, probably because the cycle cloud+laval= water, water+lava = cloud never ends. The cloud then creates funny structures (seen in the screenshot above) in the lava...
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Post by sparkpowder on Aug 20, 2010 11:54:51 GMT
Interesting: If you shoot Cloud into a pool of lava it wil eventually be submerged and never be destroyed, probably because the cycle cloud+laval= water, water+lava = cloud never ends. The cloud then creates funny structures (seen in the screenshot above) in the lava... Here is another property: Lava+Water=Cloud.
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Post by ~Memzak~ on Aug 20, 2010 12:38:52 GMT
Cool... a lot like magma from PG....
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Post by zaixionito on Aug 20, 2010 14:55:59 GMT
Cool... a lot like magma from PG.... Yes, though it turns sand into more lava, and turns cloud into water... dan-ball.jp/en/javagame/ee/In any case, well needed update, and very good.
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Post by greggster990 on Aug 20, 2010 20:00:39 GMT
i think ee is the next powder game
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Post by Yonder on Aug 21, 2010 0:08:44 GMT
I like and dislike at the same time that they are putting the current elements of PG into EE. They could just put black/white holes into PG, rather than bothering with something like that. Of course it's much easier to implement something that is already programmed, meh. Otherwise it's a pretty cool update.
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Post by zelkova on Aug 21, 2010 1:48:01 GMT
I would like to see clouds in PG even if it was copy&paste. gas = fire while clouds = water.
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Post by droctagonapus on Aug 24, 2010 1:26:44 GMT
They could just put black/white holes into PG, rather than bothering with something like that. that would be very difficult. to add an element to ee from pg, it would be less work than adding a new element to powder game, due to not having to include as many reactions, and also possibly some things copy pasted from pg. however, adding bh and wh to pg would pretty much be like recoding ee, including all the pg elements and wind. THIS WOULD BE A HUGE TASK
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Post by disabled on Aug 24, 2010 2:36:07 GMT
I wonder how much you know about how PG works internally droctagonapus. Internally PG works quite similar to ee. The wind in pg works the same as the gravity in ee. The only difference is, the wind is calculated at 1/8th the resolution then the gravity in ee is. In theory its very easy to change. The interesting calculations are already known from ee. I would estimate a few hours coding max to change it so gravity is calculated at full res and wind as it is today.
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Post by Artifact123 on Aug 24, 2010 6:56:16 GMT
Just a fact: Cloud is a very good shield against Meteors.
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Post by zelkova on Aug 24, 2010 12:17:54 GMT
Just a fact: Cloud is a very good shield against Meteors. 1 drop of water = no shield. Muhahahaha!
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Post by darkchaos10 on Aug 24, 2010 14:06:09 GMT
Zelkova, not true, if the cloud layer is thin enough, it will block meteors, while water will only destroy a part of it.
Disabled: You don't know how it works either. Wind may be different than gravity in ee. Gravity in PG may be just increasing the speed on the y axis.
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Post by zelkova on Aug 24, 2010 15:54:11 GMT
Making gas planets is kinda fun but it kinda get boring after a while with just clouds. I hope they will add some kind of gas element that can make atmospheres that you may see on Jupiter.
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Post by disabled on Aug 24, 2010 15:56:04 GMT
You don't know how it works either. Sorry, but youre wrong.
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Post by darkchaos10 on Aug 24, 2010 18:15:13 GMT
You know how it works? How? Did you see the source code?
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Post by disabled on Aug 24, 2010 18:38:07 GMT
Let's say, I'm good at reverse engineering stuff.
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Post by zelkova on Aug 24, 2010 18:39:21 GMT
You know how it works? How? Did you see the source code? I would not doubt anything that disable says. As far as I can tell he is one of those actual hackers who can write there own codes. Not just a CE user like myself.
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Post by Yonder on Aug 24, 2010 20:56:41 GMT
I'm good at reverse engineering stuff. Indeed...
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Post by disabled on Aug 24, 2010 22:30:33 GMT
Something I had lying around: www.multiupload.com/E5YHUMUJIA(playable for instance in VLC, sorry for the bad quality and choppy video... Linux just has no good way to capture video)
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Post by droctagonapus on Aug 28, 2010 23:33:07 GMT
I wonder how much you know about how PG works internally droctagonapus. Internally PG works quite similar to ee. The wind in pg works the same as the gravity in ee. The only difference is, the wind is calculated at 1/8th the resolution then the gravity in ee is. In theory its very easy to change. The interesting calculations are already known from ee. I would estimate a few hours coding max to change it so gravity is calculated at full res and wind as it is today. well I certainly wouldn't make them the same way, I would probably have each particle in ee be a different object, but in pg it would just be a (4d)matrix(or 4 3d ones, current particles next, frame particles, current wind, next frame wind) of numbers, each corresponding to a function(). I don't see how you could make ee be just a matrix like that, and I don't think it makes much sense to have each dot in pg be its own object. If you somehow know that pg uses an object for each dot, or know that ee uses a matrix(which seems like it would be really hard), please say so. but I still strongly doubt that adding bh and wh to pg would be easier than adding 3 tech elements(or normal elements too, just that I would guess tech elements to be slightly harder than normal ones).
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Post by disabled on Aug 31, 2010 19:32:30 GMT
Actually there is no 3d or 4d Matrix in PG, there are even very few 2d Matrixes and none of them is for particles or wind. Here is a quick hack: click (playable for instance with VLC) After a little reverse engineering it was a 2 minute job. With proper physics and bug fixing it should be doable in <3 hours. Remember: He already did the physics code in EE...
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Post by Yonder on Aug 31, 2010 21:21:58 GMT
disabled, how would thunder've acted with that little hack? Or is thunder not affected by gravity?
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Post by disabled on Aug 31, 2010 21:42:24 GMT
Thunder isn't affected by normal gravity, same with laser and bubble. Also Fire is not affected, it seems it only generates a wind upwards and is only affected by wind. Also other static elements like ice, clone, metal and torch are not affected, but glass breaks instantly... So I change my statement to: Coding is trivial, but you have to think about how the elements should react a bit. As far as I can see, Fire, Thunder, Vine, bird, fireworks and glass needs extra work. It should still fit in my 3h envelope.
*edit* I somehow overread that sentence:
So I'll answer it now: The system in both games are quite complicated, or I at least don't fully understand it. The most important notice: Particles in both games are stored in several 1D Arrays. The arrays are always 40k long (the max particle count). There is a basic 2D-Vector object (lets call it Vec). There is one Vec-Array for the position of the particle, one for its speed, an int Array for its type. In PG there are 3 int Arrays probably associated with attributes. EE is much the same, but there are some more helper Arrays. The Wind in PG is an array of the dimension 104*79 (thats the wind resolution), or actually there are 4 arrays, two Vec Arrays and two float arrays. I'm not really sure how they are used, as I'm not that interested. The Gravity in EE is precalculated everytime you insert a BH/WH. It consists of 2x2 big float arrays of dimension 131456 (thats the screen pixel count), the arrays are forceX, forceY, forceX2, forceY2. I'm not so sure, what the difference of them is... Gravity in EE and Wind in PG are similar in the sense that both contain a force, that particles are accelerated by. Adding gravity to PG is as easy as creating the same arrays as in EE, precalculate them when adding a BH/WH and then applying that force on top of the wind force.
I have the feeling I'm a little OT here...
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Post by zelkova on Sept 1, 2010 4:15:02 GMT
Well this is just a update thread, I personally don't mind if you get a little off topic as this thread will be dead as soon the next EE update happen which may happen soon.
Of course, I not really a mod...I just a guy who made the thread at the time.
As far as I can tell, you pretty much on topic...EE seem to be getting updates again and you were discussing how (or how not) PG and EE could be fuse into one game.
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Post by Artifact123 on Sept 18, 2010 7:15:27 GMT
Something I had lying around: www.multiupload.com/E5YHUMUJIA(playable for instance in VLC, sorry for the bad quality and choppy video... Linux just has no good way to capture video) It doesn,t work...
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