I figure a stack of burrowed markers under physical units of sufficient size (they'd have to be fairly large I'm going to think) could store some data, assuming game rules prevented them from moving too close to each other. More creatively, a single marker offset from the center of the physically-simulated unit in the direction it's traveling could be used to store its angle (or two markers on either side for a longer, more precise line), though that'd take some extra work to grab angles for each unit. Velocity could either be the length of the offset marker from the center of the unit, or a stack of markers under the unit to store the number. Or both together, more likely. I can't see DCs being suitable for storing this data on a per-unit basis, though.
However, with a way to uniquely address specific units on the map for physical simulation, angle and velocity data could be stored externally (not physically with the unit itself, I mean... like as a stack or configuration of burrowed markers somewhere outside of the main play area), which'd make things a tad easier, more flexible, and less error prone. I don't fancy consuming unique burrowed unit types or individual locations per unit, though. Though I doubt I'd see any reasonable gameplay applications using more than a dozen physical objects, so it probably wouldn't be a disaster. If each unit could externally track its grid location, too, I could work around a few more limits perhaps and squeeze off a few more units to be simulated, but I don't think it ought to matter after a certain point. Simulating more than a few concurrent objects with collision detection and all that would probably bring Starcrap to a crawl, anyway.
I dread that collision detection part, by the way. Let alone the actual physical interactions thereafter. It'd probably take two whole game ticks at minimum just to render one frame of physically simulated movement, or else tens of thousands of triggers to squeeze it into one.
Anyway. Does this sound about right?
Post has been edited 5 time(s), last time on Jan 9 2010, 7:07 pm by Tuxedo-Templar.
None.