TL;DR: for the wind mod I am working on, should I work within Minecraft's physics and add unrealistic wind, or completely change it (including air resistance and gravity) for more physically accurate wind? I need opinions.
||I am developing a mod, Global Wind, that adds, well, wind. Wind that affects entities. So far I've been trying to make wind speeds and effects realistic, while keeping with vanilla physics (when it isn't windy everything behaves normally). I do this by changing Minecraft's drag system to be referenced around the wind velocity rather than 0.
However, I am starting to realize that it is impossible to have my cake eat it too. Minecraft's physics system is simply too unrealistic to do what I want. The two main problems are:
- the drag system. Minecraft has many hundreds of times more "drag" than real life air resistance, and all mobs and players have their velocity multiplied by 0.98 every tick. For an irl human, the multiplier (if we use linear air resistance rather than quadratic resistance for higher speeds) would be closer to 0.9999. As such, I simply cannot use it to add realistic wind. Also related is how player movement and friction works, meaning if I just make the multiplier closer to 1 it would make players be able to make unrealistic movements.
- the gravity system. Less of a problem, but Minecraft's gravity is 32 m/s^2. That is 3.26 the irl acceleration of gravity. This is partly canceled out by the much higher drag, meaning if I reduced the drag I would have to reduce the gravity as well.
So that leaves me with two choices: work around Minecraft's physics and end up with unrealistic wind, or overhaul the physics and break vanilla parity, which could have major effects on gameplay including farms, parkour, and general movement. My question to all of you is what you would prefer in a mod. (I know it's my mod and I can do whatever I want, but I want it to be useful for other people hence why I ask)||