I want to make water like in minecraft but without any detectors please help.
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I want to make water like in minecraft but without any detectors please help.
Can you elaborate on what you mean?
Ok, I want to make water that moves like liquid. the source is a full block, when theres empty space on the left or right it creates another object but it doesn't make it to a source(its a bit smaller) then when theres another empty block, the non-source block makes another water but smaller than the non-source...
When there's empty space at the bottom it makes another block but it is a source (full block)
did I explained it right ?
What version of minecraft is it in and what level. Like to take a look at what you mean.
in all versions...
Do you know water in minecraft ?
This is what I want in MMF2 Dev
Hi devripper. I have been doing MC for a long time and a screen shot or video would be great, because I don't have a clue what you mean.
Thanks,
Marv
http://s17.postimage.org/61sly376z/OMG.jpg
this is what I mean...
Ok. There may be a few ways to do this. Are you running the demo version?
On my website there is the falling sand example. Also, the waterfall example using the flame Object. You could also use the particle method, and sorry, I don't have an example using the particle method.
Marv
Thanks Marv, I try to look at these examples.
It would probably be pretty annoying to make something that matched minecraft's water physics exactly and I don't know how it works anyway. I've had it explained to me before and it's actually pretty complicated. I know that my brother knows all of the specifics about it though so when I see him later I'll ask him about it and create an example for you if I can. I think I've seen the examples that marv suggested before and I don't think they're necessarily what you're looking for.
I believe he is talking about having a water 'source' active, having it decrease in water level depending on empty blocks next to it that are above a surface. and then if the water reaches a block with no surface, it streams down to the next source. it's definitely possible, but probably complex if you are new to MMF.
How I would go about it, is have a water active set up with several directions for the various water levels. Place a water source and then do a check in the four directions around it. if they are empty, place new water blocks, and have them do checks. If there is water next to it on one side, change the animation to one of the lower fluid levels. You are probably going to need to use at least one detector and fast loops to pull it off fluidly. Pun intended.
I might try to write an example later but I'm currently at work. :/
In a game like minecraft where everything is on a grid, its not very complicated; the game iterates through every cube each 'tick', and applies physics to it based on simple math affecting its neighboring hoods. A good comparison is Conways Game of Life;
http://en.wikipedia.org/wiki/Conway's_Game_of_Life
This wouldn't be too hard in theory, I imagine it would be like making a filler tool for an editor made with MMF2 which I have done before.
Its not so much that its complicated - its a very simple effect to program really. The problem is in making it efficient and fast. Its possible in minecraft only because it renders only close cubes and has very slow tick rates, whereas if you tried to calculate 60 times per second for a whole array of water blocks, you might run into trouble.
Okay after having the specifics explained to me I've realized it's not as complicated as I thought. I'll try to make an example as soon as I have some free time.
Minecraft is a 3D game though obviously, and since yours is going to be 2D I can only assume that your game is side-scrolling (like Terraria). So you don't actually need to check all 4 directions around it when creating new water blocks, you only need to check the spaces to the side and the space below (water doesn't spread upwards). You will still need to check the space above (and the side spaces) to see if the source block or surrounding water blocks have been destroyed however. That's only necessary if you want the water to be able to be removed, but it's a feature I would probably include.