This introduces a whole new class of weaponry: the balls. In my understanding, such balls would deal damage proportionally to difference in velocity between colliding entities, one being the victim and another being the ball. I will hack on it when I have free time. And if the velocity and mass are high enough, the kinetic energy can get wholly transfered to thermal, detonating the ball.
Thinking further about it, I have discovered that this can make for yet another class of weaponry: the mace, although that would be slightly harder to implement due to difficulties with the chain... I am just afraid of lag, that's why.
There is so much potential. I can even imagine riding some balls and using that as transportation...
As for hockey, I believe that a different kind of a 'ball' should be introduced: a plain black short cylindrical puck with rotation and proximity pushing disabled, being only moveable with either bare hands or a special club.
hi, loved the reviuw especially when you said (" I can even imagine riding some balls and using that as transportation...") i will absolutely try the chain idea, and the puck idea, in fact i wish i have thought of them! if and when i release them you will be fully credited. what would you think of a ("mods" more. obvious. damage. system.) mod that uses an overlay system to depict damage, depending on how many times the player was hit. and even coming with a special wand to make the player explode if he or she is killed with it! what do you think?
An ideal ball, also called a sphere, is characterized by the following four essential properties: position in coordinate space, radius (those describe its spatial configuration, thus being geometrical properties), and mass and velocity, which describe a ball's physical properties and how it interacts with other objects and shapes in space.
Radius and mass should be considered immutable properties.
Velocity and coordinates are, on the other hand, mutable.
To describe a ball to Minetest, one needs proper constructors, selectors and mutators.
Let's assume that we have already got an entity prototype that refers to a basic ball with default mass (1 kg) and radius (1 m).
Returns an object ref. Modifying other properties that do not relate to ideal balls (like texture, mesh, nametag, et cetera) requires modifying them after creating the entity using this constructor.
Mutators that set the corresponding properties of ball 'object'.
In my belief, only the velocity and perhaps the position-related procedures will be used widely when altering ball properties, unless we are doing ball vore + stuffing + inflation, in which case the ball's mass and radius can be modified.
I believe that using this ball description most ball manipulation-related actions can be performed and things achieved.
(Now I am a little tired and I want to drink some milk and perhaps take a nap. I will come back, sweetie~)
sorry, i exhausted my cognitive potential and couldnltt reply to your mod idea. I think that it is just one of the possibilities that may utilize this flexible design. I don't understand the wand thing, though. Maces usually consist of a rod (with a handle) of some length, hand-wielded by the player, the ball itself of some raius and mass (and some other special properties) and a chain of some length that connects the mace ball with the rod. The property of the mace that you suggested -- exploding the player after hitting him/her/them some number of times -- can be defined as a special procedure 'on_hit', which is hypothetically called whenever an entity gets 'hit' by the ball. Getting hit is actually just touching the ball, but at a high velocity. Procedure 'on_hit' checks up on a table, contained either in the mace object properties or in some external data structure, that keeps track of the amount of times an entity was actually "hit" (and did not just touch the mace lightly). At some point, when the conditions are right (amount of strikes more than some limit), another subroutine is called, given the struck ObjectRef and the change in kinetic energy (we will get to that later). And it just goes boom like Killer Queen, BITE ZA DASTU!
Today I have also exhausted my mental potential by speaking pure Korean the whole day, and now it's down to the bone, so I might not be able to continue writing down my Balls Specification for you (and me) to see. But you got the basic idea of it, I believe. Idealize balls so that you work not with low-level objects that look nothing like pure balls but with actual ideal big balls.
(Contraty to that statement, I have just described you in detail the process of detonating a mace.)
the wand will transform any entity into a bouncy boll, including all mobs/entitys (i do have to fix players, and drops though, they are not supposed to be effected), i will work on that exploding mace idea. question, do you mean a mace and chain? or do you mean a mace connected to a pole, (to weild i mean) i am not sure which one you mean?
hi ;)
i had 2 ideas, which do you think i should make, and publish?
----a working elevator, tht actually moves in real time(it is 3x3 nodes in size) (and is entity based) (and is fully functional, like a real elevator)
or...
a magical door that leads to a black banishment room, and if the door is closed, the opening inside the banish room will close (kinda like a portal that leads to inescapable room, and when it is closed, the player will be trapped inside, and will have all of his privliges revoked, unless it is opened again.) banished!!!
This introduces a whole new class of weaponry: the balls. In my understanding, such balls would deal damage proportionally to difference in velocity between colliding entities, one being the victim and another being the ball. I will hack on it when I have free time. And if the velocity and mass are high enough, the kinetic energy can get wholly transfered to thermal, detonating the ball.
Thinking further about it, I have discovered that this can make for yet another class of weaponry: the mace, although that would be slightly harder to implement due to difficulties with the chain... I am just afraid of lag, that's why.
There is so much potential. I can even imagine riding some balls and using that as transportation...
As for hockey, I believe that a different kind of a 'ball' should be introduced: a plain black short cylindrical puck with rotation and proximity pushing disabled, being only moveable with either bare hands or a special club.
hi, loved the reviuw especially when you said (" I can even imagine riding some balls and using that as transportation...") i will absolutely try the chain idea, and the puck idea, in fact i wish i have thought of them! if and when i release them you will be fully credited. what would you think of a ("mods" more. obvious. damage. system.) mod that uses an overlay system to depict damage, depending on how many times the player was hit. and even coming with a special wand to make the player explode if he or she is killed with it! what do you think?
An ideal ball, also called a sphere, is characterized by the following four essential properties: position in coordinate space, radius (those describe its spatial configuration, thus being geometrical properties), and mass and velocity, which describe a ball's physical properties and how it interacts with other objects and shapes in space.
Radius and mass should be considered immutable properties. Velocity and coordinates are, on the other hand, mutable.
To describe a ball to Minetest, one needs proper constructors, selectors and mutators.
Let's assume that we have already got an entity prototype that refers to a basic ball with default mass (1 kg) and radius (1 m).
=-= Procedure: make_ball (mass, radius, pos, velocity)
Returns an object ref. Modifying other properties that do not relate to ideal balls (like texture, mesh, nametag, et cetera) requires modifying them after creating the entity using this constructor.
=-= Procedure: ball_velocity (object) =-= Procedure: ball_radius (object) =-= Procedure: ball_mass (object) =-= Procedure: ball_pos (object)
Ball property selectors. Do what they stand for.
=-= Procedure: set_ball_velocity (object, vector) =-= Procedure: set_ball_radius (object, radius) =-= Procedure: set_ball_mass (object, mass) =-= Procedure: set_ball_pos (object, vector)
Mutators that set the corresponding properties of ball 'object'.
In my belief, only the velocity and perhaps the position-related procedures will be used widely when altering ball properties, unless we are doing ball vore + stuffing + inflation, in which case the ball's mass and radius can be modified.
I believe that using this ball description most ball manipulation-related actions can be performed and things achieved.
(Now I am a little tired and I want to drink some milk and perhaps take a nap. I will come back, sweetie~)
wow! you just went all einstien on me! give me a little while to process that, also what do you think of that m.o.d. idea?
sorry, i exhausted my cognitive potential and couldnltt reply to your mod idea. I think that it is just one of the possibilities that may utilize this flexible design. I don't understand the wand thing, though. Maces usually consist of a rod (with a handle) of some length, hand-wielded by the player, the ball itself of some raius and mass (and some other special properties) and a chain of some length that connects the mace ball with the rod. The property of the mace that you suggested -- exploding the player after hitting him/her/them some number of times -- can be defined as a special procedure 'on_hit', which is hypothetically called whenever an entity gets 'hit' by the ball. Getting hit is actually just touching the ball, but at a high velocity. Procedure 'on_hit' checks up on a table, contained either in the mace object properties or in some external data structure, that keeps track of the amount of times an entity was actually "hit" (and did not just touch the mace lightly). At some point, when the conditions are right (amount of strikes more than some limit), another subroutine is called, given the struck ObjectRef and the change in kinetic energy (we will get to that later). And it just goes boom like Killer Queen, BITE ZA DASTU!
Today I have also exhausted my mental potential by speaking pure Korean the whole day, and now it's down to the bone, so I might not be able to continue writing down my Balls Specification for you (and me) to see. But you got the basic idea of it, I believe. Idealize balls so that you work not with low-level objects that look nothing like pure balls but with actual ideal big balls.
(Contraty to that statement, I have just described you in detail the process of detonating a mace.)
the wand will transform any entity into a bouncy boll, including all mobs/entitys (i do have to fix players, and drops though, they are not supposed to be effected), i will work on that exploding mace idea. question, do you mean a mace and chain? or do you mean a mace connected to a pole, (to weild i mean) i am not sure which one you mean?
hi ;) i had 2 ideas, which do you think i should make, and publish?
----a working elevator, tht actually moves in real time(it is 3x3 nodes in size) (and is entity based) (and is fully functional, like a real elevator)
or...
a magical door that leads to a black banishment room, and if the door is closed, the opening inside the banish room will close (kinda like a portal that leads to inescapable room, and when it is closed, the player will be trapped inside, and will have all of his privliges revoked, unless it is opened again.) banished!!!
which do you think i should make?