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"those peak kinetic energies could fail the bridge before it is ever tested by the train. In levels where few cars are used, this means that the bridge may be failing because it can't settle nicely, and might have been able to support the train."
If you build an arch, the arch has a final settling point, and the beams all have an amount of stress when they reach that point. The problem is that in the initial settling, the bridge goes past the settling point, and the stresses on the beams are much greater than they are when it's finally settled. That's where it becomes unrealistic, since arches aren't just dropped into place. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>
I'm still very much in favor of going back to the one link per beam system of BB, but I don't really think it'll ever happen...
Whatever the mapper has in mind. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'> The whole point of what I'm saying is that there shouldn't be a hard boundary. You shouldn't have to go beyond a certain Z to turn off centering, and you shouldn't have to be within a certain Z to turn on centering. No matter where you set the boundary, it unnecessarily limits the properties of bridges.
(Edited by Entroper at 8:20 pm on Nov. 6, 2001)
Also, having the centering force be an option would allow you to turn it off for maps without a large change in Z.
But since we're on the subject, I'm sort of confused as to why the bridges are constructed the way they are anyway. In BB, the links that you drew were the links of the bridge. In Pontifex, it replaces each of your links with beams made up of tons of individual links. This can actually have problematic effects, since when you want to build an arch, the square segments tend to mess up your slope and make the bridge more prone to breaking. Why not fix that problem while saving a ton on physics calcs as well by just using solid beams? I don't think anyone's PC would be a problem then.
I think giving the bridge some textures could actually speed up the engine if you don't have a T&L capable graphics card. If you replaced each 'link' with a cube (instead of drawing all those crossbars), you'd go from 24 cylinders to 6 squares. Even if the cylinders only have like, 6 faces, it's a tremendous improvement -- the number of polygons would go from 288 (24x6x2) to 12 (6x2). That cuts the polygon work for links by a factor of 24! Similarly, replace beams with textured faces, and you get more big savings on polygons, at no extra cost for the textures.
I agree with mendel on this one; it would be about bridge demolition, not terrorists trying to blow up the bridge. Not everything that explodes needs to be on CNN 24/7.