Hi, don't worry, makes perfect sense and your suggestions/feedback are always welcome. I am working on setting up a database for the game so users can easily edit or create new materials, and a in-game material editor where you can tweak the material properties and see in real-time how the behavior changes (kind of like the iPhone app). And I'll make a video for that demoing the different properties.
I've released some demos in the past, this is the most recent one: kotsoft.itch.io/mpm-tech-demo But they don't get a lot of downloads, and I think it's kind of a hassle for people to install via itch. I also worry that by putting unpolished stuff up it might give negative impressions of this game that is still very much a work in progress. So I'm working on getting something more polished that I can put up on Steam in about a month or so.
That looks pretty unnerving as the building material is presumably marble/stone, but the deformation physics doesn't feel like it has the properties of marble at all. Do you have physics parameters to model different materials so they behave in more plausible manners?
Yeah, each material can have its own set of physics parameters (will eventually load from text file or database that can easily be updated by user). I think I figured out the problem. I'm using the same values for compressive and tensile strength, which is ok for jello. But for bricks/blocks of stone, the blocks need to stop affecting each other with shear and tensile forces once they separate. Will show updated material in future video once I get the material database and in game material editor set up.
I can't wait for this, I love it! I think that part at the end when most of the building is destroyed is really cool, like it's some temple dragon or something. Awesome
@@nolram I am definitely planning on making some more improvements to this. Tbh, I am not sure I will be able to make it perfect with purely the MPM grid. Might need a different system to get it behaving realistically but that could be pretty expensive for the CPU. Also I feel like with the extremely configurable material visual properties maybe I focus on alien or outdoor worlds? It works well for bendy trees/bamboo and stuff. I also have the static blocks system which is super cheap on the CPU, maybe I could do some fake destruction on that where it removes the block and spawns some particles into the scene.
@@GrantKot You could try and enhance the static block system maybe so it can detect disconnected chunks and make those independent bodies ? Also, if you can just slightly harden this soft destruction, you could potentially use it for wood, which is usually quite difficult to model !
I think there's is already a game in development like this, not trying to keep you from making this game. It looks a little weird, but I know you can make it better with updates!
Yeah I am aware of a game called teardown. Maybe that’s what you’re referring to? This is somewhat influenced by it but my game will place a lot more emphasis on water physics.
This is pure insanity. I was scouring the internet to find what people could do with physics + voxels.
Ive had my eye on voxels for years but havent seen much done with it. Subbed for more
See this is the ads I like
Tbh I didn’t even know I clicked an ad, and I ain’t even mad
Could you maybe do a demonstration of all the types of substances as well as different hardness
Sorry if this doesn’t make any sense I don’t have any Voxel coding experience
Hi, don't worry, makes perfect sense and your suggestions/feedback are always welcome. I am working on setting up a database for the game so users can easily edit or create new materials, and a in-game material editor where you can tweak the material properties and see in real-time how the behavior changes (kind of like the iPhone app). And I'll make a video for that demoing the different properties.
That looked so Fantastic!
i would like to be able to download the demos so i can mess eith them myself cause this looks fun to mess with
I've released some demos in the past, this is the most recent one: kotsoft.itch.io/mpm-tech-demo But they don't get a lot of downloads, and I think it's kind of a hassle for people to install via itch. I also worry that by putting unpolished stuff up it might give negative impressions of this game that is still very much a work in progress. So I'm working on getting something more polished that I can put up on Steam in about a month or so.
Great video, can't wait to see what's next
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That looks pretty unnerving as the building material is presumably marble/stone, but the deformation physics doesn't feel like it has the properties of marble at all. Do you have physics parameters to model different materials so they behave in more plausible manners?
Yeah, each material can have its own set of physics parameters (will eventually load from text file or database that can easily be updated by user). I think I figured out the problem. I'm using the same values for compressive and tensile strength, which is ok for jello. But for bricks/blocks of stone, the blocks need to stop affecting each other with shear and tensile forces once they separate. Will show updated material in future video once I get the material database and in game material editor set up.
I can't wait for this, I love it!
I think that part at the end when most of the building is destroyed is really cool, like it's some temple dragon or something. Awesome
@@GrantKotI tried the demo recently, and this still seems to occur - the buildings are soft like jello. Any plans to address this ?
@@nolram I am definitely planning on making some more improvements to this. Tbh, I am not sure I will be able to make it perfect with purely the MPM grid. Might need a different system to get it behaving realistically but that could be pretty expensive for the CPU. Also I feel like with the extremely configurable material visual properties maybe I focus on alien or outdoor worlds? It works well for bendy trees/bamboo and stuff. I also have the static blocks system which is super cheap on the CPU, maybe I could do some fake destruction on that where it removes the block and spawns some particles into the scene.
@@GrantKot You could try and enhance the static block system maybe so it can detect disconnected chunks and make those independent bodies ?
Also, if you can just slightly harden this soft destruction, you could potentially use it for wood, which is usually quite difficult to model !
Looking great
You said in your 1st devlog that you could do gas, is that still a possibility for the future? I think it could look super cool
Yes, I am working out a volumetric lighting system and trying to support transparent voxels that can reflect, refract, and scatter light.
I think there's is already a game in development like this, not trying to keep you from making this game. It looks a little weird, but I know you can make it better with updates!
Yeah I am aware of a game called teardown. Maybe that’s what you’re referring to? This is somewhat influenced by it but my game will place a lot more emphasis on water physics.
Yeah it's TearDown