Water & Lava

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    I think in space water and lava should act as they do now but in atmospheres they should be liquid like in minecraft.
     
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    THe schine engine does not support liquid physics (even basic ones like in MC). This suggestion would require rewriting a part of the engine for such a small little detail. Basically, no.
     
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    I think that removing lava and water entirely would be better, there is no lava on asteroids in reality and if we can\'t have fluid water or lava then what is the point in them.
     
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    What if water and lava dont have collisions, like grass. That would make them just the little bit more realistic. Also, lots of people have used water and lava in a number of projects, removing it would make those people sad.
     

    NeonSturm

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    But I think lava needs collision (at least vs players, not ships) to do damage.

    Or maybe we can change it to deal damage while the boundary boxes overlap by certain percentage (depends on mass vs volume...)
     
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    You could always do what minecraft lava does, when you enter into the box of it then it hurts you instead of actually walking on it...
     

    NeonSturm

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    I am curious if it can work without lag, if some short-cuts in physics are taken and if only segments are updated which are close to players (30-50m), further away with larger simulation steps and only update player-less planets with a random previous setup, once you re-vist a planet after some time you were away.

    River/lakes:

    • It etablishes segments with layers. Segments may have a size like 10^3 or be as long as the whole river. It is good have have more segments if the river has high y-differences or small passages.
    • Each segment stores how many blocks it contains and this value is responsibe for the number of x/z layers shown (value stored for each layer).
    • The number of x/y or y/z blocks which connect two segments and have water only on one side, but air on the other, determinate the output from this / input into next segment.
    • Dependent on sun-level/temperature

      the river freezes (water is shown as ice, x layers don\'t count to output)
    • or area from the topmost layer *0.x is drained by \"sky/clouds\"

    [*]less than a couple of blocks - or one layer - and single blocks are distributed equally / semi-randomly over the lowest layers and calculated as single entities once a player gets close.


    Sky/Coulds

    • Store water
    • If temperature is lower than water*0.x, rain starts
    • rain fills all lakes equal to their surface area (topmost active layer) if the whole planet has rain.
    • if single clouds are able to produce rain, they may only calculate once for every 32*32 or 20*20 areas (38 or 100 parts, if the cloud is 1/4 of a planet) beneath them, and just repeat the results from initial calculations most of the time.





    We could have separate calculations for liquid-blocks and liquid-block-groups.