Home Artists Posts Import Register

Content

I have started to revisit the bathing mechanics to flesh them out more.

To start, I received complaints that sometimes dropping the soap in the tub would be very difficult to recover and in most cases be lost completely. So I spent some time to add buoyancy to items. I wanted to make sure that it was calculated in a realistic fashion so it looks good. Normally the buoyancy force is proportional to the volume of water displaced. Meaning the more submerged an object is, the more force it is pushing it out (if the density is lower of course, like air). I approximated this by giving all items a buoyancy sphere radius property, this invisible sphere acts as the volume of water an item can displace. Then, I just calculate the percent of how submerged that sphere is and apply forces accordingly. As a bonus, some items also have a directional buoyancy torque to simulate the resting orientation when it floats. For example, rubber duckys will naturally orient themselves upwards:

Here's me stress testing various other items. Notice how chickens will also float (and orient themselves upwards):

So yes you can now make chicken loli soup. Additionally, items can now splash on water surfaces as they come in contact with them at high velocities. It's a tad difficult to see in the following video but you can see the ducky splash:

Something that is still WIP is the return of post processing effects. In case you submerge your head into the water, you will now see blurry with some distortions like in the very old Viva Project versions (v0.4?):

As for loli behaviors, I am going to be implementing splashing behaviors so you can splash each other.

Also, the poll is doing well so far but I will keep it running until Monday to decide what Week 4 will be about. The first beta v0.75a will be sometime next weekend (Feb. 8th-) for Supporter Tiers to try out.

Stay tuned.

Files

Comments

Zuzakiin

Chicken loli soup is awesome. The phrase induces giggles.