#Collaborate with "Eureka!" Mod devs so that waves affect ship entities.
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Would there possibly be a way to port one of them to the other so that they could interact? Or add a way for the Eureka mod to have more client side features so that it would be more visual? I don't really know it just seems like if someone who knew what they were doing looked long enough they could come up with something...
im don't mod developper bug i think it's possibly "simulate" the boat movement
Ok, is there someone I could talk to about making this a reality?
no not really
Idk you tell me
I would say try Fivver or something but the physics mod isn’t open sourced & they would probably need but you could try reaching out to the Eureka mod dev & or Haubana somehow to find out
I think how it's set up, if the entity extends the boat entity class, it has rich side to side swaying with the waves and other entities just have an up and down movement with the waves.
In this case, it'd be on the Eureka mod devs to change this. One way to do this would be to fake a normal boat at the center of gravity and have that be the wave collision point.
The waves might have a strong effect on the swaying if that's the case, but I'm unsure if the physics mod takes into consideration the hitbox size of the boat entity to apply proportionate swaying as a real boat with more water surface area is less affected by waves up to a specific wave height dependent on mass.
although, it looks like eurika has no concept of center of gravity and the bottom of the "ship" is the water collision point.
This would escape the purpose of the post, but It would probably be possible for the devs of eurika to query the outer edge of the ship and temporarily replace the water with air to simulate water displacement. Of course, doesn't need to have an effect on the body of water's height. A way to simulate gravity would be to take rough estimates based on the material of the block which can be based off the ingredients up until a certain point to where there are no tags that overlap with default minecraft tags, or dependent on the this block tag to identify the materials.
All of this can be expensive computationally to query, but caching shapes and materials can have it be a one time only computation or on demand as the shape changes.
Bro wrote an essay
This level of integration would have to be decided by @broken magnet
Just wondering does he usually interact in tickets?
I’ve never seen it happen
hello
if i understand we need a physic mod server side version ?
You or they do not understand
Regardless of what side the mods are for, physics mod can still cause objects too appear to be somewhere they're not. That's how the ocean physics work. On the server, you're just traveling across a flat plane. Until something moves above the surface, the effect of the warping is lessened
i thought clockwork ships were already physics mod compatible, its rather odd that eureka's aren't
that what they say in valkyrien skies discord but idk what they talking about
they say use clockwork and break the helm