Revolutionary-Games / Thrive

The main repository for the development of the evolution game Thrive.
https://revolutionarygamesstudio.com/
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Rework editor speed display to use actual physics simulation #2095

Open hhyyrylainen opened 3 years ago

hhyyrylainen commented 3 years ago

Godot supports multiple parallel scene trees that have physics and separate rendering, we could use this in the editor, to run a simulation sandbox with the player cell in it, to measure how fast it is able to go. This should permanently fix all the problems related to the manually coded algorithm for speed not matching reality, but this is pretty hard to implement, and will introduce a slight delay before new speed value can be shown.

Update: we now have our own physics simulation, but the basic idea still applies: we can run a separate simulation for the editor that tests how fast a cell can go in reality.

hhyyrylainen commented 3 years ago

Or another approach that results in the right value. At least the external organelle positioning needs to be taken into account (which currently isn't, causing at least some inaccuracy, as well as the cell origin to hex mass center moving is not taken into account).

hhyyrylainen commented 1 month ago

It was noticed that flagellum upgrades are especially badly shown by the speed display currently.