0 Members and 2 Guests are viewing this topic.
It reminds me a little bit of Minecraft water
And it looks super epic as well! The physics of this game look like it's going to make the gameplay fantabulous, can't wait for more updates
(nice 6x6 sprite you got for the char )
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz
Quote from: LincolnB on September 13, 2012, 09:43:37 pmvery impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz so it is cellular automata, just with 8*8 cells
this _is_ looking pretty cool =) what kinds of traps do you have planned? maybe this could be some sort of prison-break thing? maybe something bioshock-esque? a high security prison underneath the atlantic ocean.
Well, it's not in a list, so I'd say it's more of a second tilemap.
Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.
Quote from: Deep Thought on September 15, 2012, 06:46:17 pmWell, it's not in a list, so I'd say it's more of a second tilemap.It is still technically a grid of cells that evolve in the simulation based on a certain set of rules, so I still think it is classified as a cellular automaton^^
Quote from: Deep Thought on September 15, 2012, 10:02:45 amBasically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.Very clever. Is there any kind of buoyancy involved?