#BALLS
1 messages · Page 1 of 1 (latest)
the smooth variant is the one in the video, the spiky one has shafts on ships which makes disabling collisions slightly easier in case someone wanted to try and optimize the balls even more
well, my pc tends to crash too
it actually happened twice as I was bilding the ball
quite a lot of ships
nice balls
thanks
never do this again plis im traumatized
wdym?
I like your balls
this was never meant for minecraft and it has given me brain damage
oh

I think Ill build a bigger one tomorrow
6 ships per ring, 12 rings per sphere, 9 blocks in diameter...
Make one of these jp gyrospheres
whats that?
I was planning to build a vehicle that would work like the star wars droid
BB8
oh, Jurassic Park gyrosphere
Ig I could but the visibility would be shit
Prob
Or you could just make a normal sized sphere and resize the physics bearing
Iykwim
I dont think so, If the player is supposed to fit inside Id need to scale the sphere instead of the insides
3 ships
wdym?
One for the ball steering and movement
One ball
And one for the interior
With seats and shit
wdym one ship for the ball? how?
You build the balls like a solid thing
With copycats
And then you use bearings to move it around
oh, yeah thats also possible but nkt as smooth
Love the 4D looking hitboxes
"Valkyrien art"
Bibilically accurate vs
thats more like it
btw, I think having a lot of ships with overlapping hitbox outlines(the purple cubes) also impacts physics performance even if the ships are not colliding - I used to have ~30 phys TPS with that thing loaded before I disabled a lot of its collisions(the shafts dont touch)
Holy shit, I think I found a way to save N/2 ships where N is a even number of rings in the sphere without any visual compromises, simply better allocation of ships
for reference: in a sphere that uses 8 rings, 4 ships per ring(32 total) this method would save 4 ships(12.5% of total)
It may not seem like much but if I were to disable all collisions between all ships in a sphere of 32 ships its 496 constraints but for a sphere of 28 ships its 378 constraints (almost 24% less)
🤯
though the difference in how many constraints Id have to place manually is 342 vs 294 (only 14% less)
Damn, I think there is a even better way to make a sphere out of cubes... this is a much deeper problem than I thought
Nvm, I can make it 266 (22% less)

biblically accurate angel
highly optimized balls:
the naming is as follows:
- radius
- angle offset between ships
- number of ships
- ACD - all collisions disabled (yes I took the time to disable all 105, 276 and 378 collisions)
now they only drop a few phys tps when all 3 are in contact
That's the exact reason why I asked spaceeye for group collision disabling
If it was a thing, I would finish my smooth ball
For now it's just 1/10 of the ball and it already causes 1 ship tps
damn, how many ships is that?
and how big is it?
I don't remember it rn
Wait I'll find it
#minecraft message
I'm not sure if I ever shared the number of ships it would contain
I would have to calculate it again
Oh wait
I don't remember the angle
Well
I won't tell you know then
I see that you were building it one ship per surface, very unoptimal
btw it helps a lot when the number of rings or double rings in my case is a power of 2
this way when you build 1 you can schem it and connect them together
since disable collision constraints save in Vschems you save yourself from disabling half of them by hand each time you schem and connect them
btw, was the 6% an approximation? if not than the exact number of ships would be 400
That is probably an approximation, but I think it should be divided by 2
Because you can use 1 ship for 1 and the opposite side
The ship count, not percentage
depending on the construction it could be divided by up to 6
but my method is only at ~3,5
No it couldn't
I know what you mean but I use a different technique
Only 1 middle ring can be made using + looking structures
The rest is more complicated
Here are some very compact and beginner-friendly build tips I have used up to this day.
My wish this year is only a consistent upload schedule I tell you.
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Go to 8:32
Sth like that
ooh, so thats how you get it so smooth
but how do you make the narrowing slices? slope blocks on the sides of the surfaces?
I limited myself to full blocks because they have 1 lod per surface and I can use the high friction blocks this way
anyways, I think you could build it smooth like that but use 4 surfaces per ship for most of the ships
unless the angles change the closer you get to the poles or something
🤔
More ships
One trapezoid is made of 3 ships
like 3 surfaces from seperate ships aligned in 1 plane to make the trapezoid shaped surface?
btw, do you only use full blocks? how do you make the triangle shape at the poles?
you mean 1 texture pixel? 1/16 of a full block
Yes
ooh, thats interesting
I didnt think about that at all
I see, my balls may be more practical but making a smooth one is a different form of art...
Yea I just wanted do do sth new
Sth that probably no vs player made ever
Or at least I haven't made
btw how did you choose the size? I mean, Id probably go with something smaller first...
I checked at which radius I can make copycat layers align almost perfectly
Iirc I went for 13 blocks
Radius
Yk, I made 2 rods rotated by some angle and tried to connect their ends
Nah smaller would be harder
The smaller the radius, the bigger the angle must be
So it's less smooth
If I had to keep the angle, getting right trapezoids would be pain
yeah, thats true
anyways, we will talk tomorrow, now I should go to sleep
good night
Yea, me too
@stoic nymph I thought about it some more today and I realized that squares cant be arranged into a trapezoid shape where the bases have different lengths without some part sticking out, how do you account for that?
I know, but the parts sticking out are less than ¼ pixel
I can live with that
I could techically use e.g. copycat slopes for that, but I would have to change the design entirely
ahh, so there is a margin of error
btw, @stoic nymph Ive been trying to come up with a configuration of bearings or constraints that would allow me to spin the sphere around pitch axis(driving forwards) and offsetting the pitch axis around yaw(turning) but without rotating the sphere with it, only the pitch axis, do you have any ideas?
is a flywheel an answer that satisfies you?
you could put sth in a sphere rotating freely (or sync rotated to the ground) around the pitch axis and put a flywheel on it
it could be either the clockwork one or phys one
wdym? how would it work?
is it still compressing?
no, I thought I might aswell use phys bearing
but...
either the snap bearing or phys bearing is broken
or both, no idea
yep, definitely phys bearing
huh, you are on Vs 2.4, right?
🤔
I think you built something different than what I have in mind
Ill build an example of what I mean later
but incomplete
because I dont know how to get that one feature
other way would be just splitting the sphere into 2 half spheres
and if you rotate them in opposite directions, they turn the sphere
this is what I want to build but as you can see the sphere rotates with the pitch axis and I want the sphere to stay still when I rotate the axis
So you just want it to roll the other way without turning left or right?
yeah
Hmm
So if you had a seat inside, you would like it not to rotate
And point always 1 direction?
maybe... idk if thats the right analogy
I dont want the ship which spins the sphere to transfer its yaw rotation to it, only pitch
but honestly it may be just a theoretical puzzle because this system is already falling apart
#controlcraft message
I imagine that adding more complexity to it isnt going to help...
What if
You just use my old design...
#1255853663306514494 message
And make the tilt of weight in both ways?
That would probably work?
My design was quite bad ngl
I think you could make it roll better
wdym by tilt of weight?
Basically just use either a ball bearing or 2 bearings in the opposite direction in the same place
but where exactly?
You would need to somehow make a gyroscope which would keep a block inside always face 1 direction and then you could put a weight under the block and tilt it in different directions to make it roll
Actually, you just need a ball, build the "radius" and use vmod constraint to get free connection
This way you can connect a block in the middle of the ball without it being limited to ball's orientation
Then just place a gyro on the block, put gold block on the side of the block and see the ball roll in this direction
Actually
If you have the free block
You can easily just make the whole system of propulsion / power on it
The ball will be touching the ground, but the ship inside will be completely unattached
(Unless you tell it to interact with the ball, which is great for steering)
wait, what is the free block and how is it connected to the sphere?
^
Or build a gyroscope ^
so its connected by a connection conatraint in free orientation?
Ye
and the free block has its rotation synced to world?
but its supposed to work as the rotation anchor?
Wdym?
basically its the ship relative to which all other ships rotate
but it keeps its orientation
ok, but if its connected with a connection in free orientation than it doesnt do anything
there is no way to transfer rotation through a free connection
Well
That is
Not true
Building and testing different spherical Lego remote controlled robotic balls.
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You could either use some kind of sync rotation or try to do some weird stuff with sth also rotating in the center and pistons which would probably make conntact with the ball
||or you could just put thrusters on the free ship and use them to move the ball||
But I don't think you would like this idea
damn, thats cool
Indeed
but I think using friction to roll the ball isnt really viable in Vs
Hell Nah
The challenge is to figure out a way to use it
huh, sync rotation instead of friction?
🤔