So I’ve been forging a very rock-intensive map and I’m now at 91% physics budget. My map isn’t even close to being done. I’ve also heard of “breaking” the physics barrier. What happens when you excessively exceed the physics meter? I’m talking probably 150-200% Also, why do rocks impact the physics budget so much? Is it a glitch or bug? Also, if the physics budget can be exceeded, why is it a hard limit? Also, every one of the objects in this map are phased, why do they impact physics? Lastly, if this isn’t changed, does anyone know a good alternative to large amounts of rocks for cliff faces?
I would guess it’s due to their colliders, which is the shape of the object that the physics engine is using to calculate collisions, such as players walking on it and grenades bouncing on it. Since a rock is a very irregular shape, it requires a more complex collision shape, than for example, a primitive block.
Fun fact, a perfectly spherical collider is actually one of the least complex colliders there are, because in order to calculate collisions, the engine basically only have to check the distance from the center of the collider, to determine if something is colliding.
To be fair, this forge is ment to make small to medium sized maps without exceeding the bidget. I couldn’t really get into it as much as I wanted to due to the maps I wanted to make being to big and needing so much terrain to be made.
I think it all goes down to what the devs were working at. Halo 5 was made to be an arena shooter, thus they wouldn’t need btb size maps, or creative designed maps with all sorts of wacky spots. All they needed was warzone, and that was supposed to appease the non arena crowed.
Due to the harsh backlash, they added in a very basic btb, but it didn’t work as well as they hoped because there are zero dev made maps, causing all of the forged maps to develop a similar repetitive feel to them. The maps are getting better now in terms of design, but still.
> 2535449348170214;2:
> I would guess it’s due to their colliders, which is the shape of the object that the physics engine is using to calculate collisions, such as players walking on it and grenades bouncing on it. Since a rock is a very irregular shape, it requires a more complex collision shape, than for example, a primitive block.
>
> Fun fact, a perfectly spherical collider is actually one of the least complex colliders there are, because in order to calculate collisions, the engine basically only have to check the distance from the center of the collider, to determine if something is colliding.
That would explain it. Atleast now I understand. If that’s the case, does anyone know of a good alternative to using rocks? I’m trying to build a large cliff face and mountains.
I made a map made almost entirely of rocks and ran out before I could finish it how I had wanted. I would assume it is because of the shape being so inconsistent in comparison to the wall pieces.
We need an alternative form of simple terrain.
> 2533274968418962;6:
> We need an alternative form of simple terrain.
I’ve always wanted terrain that had perfectly flat surfaces like primitives, or at least large rectangular pieces of flat land. I’d be down for that.
I’ve honestly tried to build Forge maps. I could do Reach, and would love it if I had the time and patience to make the maps I think up.
The huge amount of polygons that goes into each rock has to do with it.
Simple rocks and terrain could be an answer. I put it my forge item request.
> 2533274881560701;7:
> > 2533274968418962;6:
> > We need an alternative form of simple terrain.
>
> I’ve always wanted terrain that had perfectly flat surfaces like primitives, or at least large rectangular pieces of flat land. I’d be down for that.
Flip the terrain pieces over.
The flat pieces that are not actually flat, if you flip them they are flat. lol try and follow that one.
But seriously, for ground pieces if you flip them they are perfectly flat.
I’ve had this problem before. Breaking the physics budget isn’t hard to do, but when you do break it try to keep the budget with 100-120%. If you have it too much over budget, you’re map can suffer from a number of bugs/issues.
As for actually breaking it, what works for me is firstly, getting the budget to 98-99%, then spawning a bunch of weapon pads. Like 100+. You just have to spam the duplicate button until you see the budget hit 101%. Finish your rocks, then delete the weapon pads.
WeedCough, thanks for the info.
> 2535465756258613;12:
> I’ve had this problem before. Breaking the physics budget isn’t hard to do, but when you do break it try to keep the budget with 100-120%. If you have it too much over budget, you’re map can suffer from a number of bugs/issues.
>
> As for actually breaking it, what works for me is firstly, getting the budget to 98-99%, then spawning a bunch of weapon pads. Like 100+. You just have to spam the duplicate button until you see the budget hit 101%. Finish your rocks, then delete the weapon pads.
Is there a new method? This doesn’t work anymore
> 2535419747745609;14:
> > 2535465756258613;12:
> > I’ve had this problem before. Breaking the physics budget isn’t hard to do, but when you do break it try to keep the budget with 100-120%. If you have it too much over budget, you’re map can suffer from a number of bugs/issues.
> >
> > As for actually breaking it, what works for me is firstly, getting the budget to 98-99%, then spawning a bunch of weapon pads. Like 100+. You just have to spam the duplicate button until you see the budget hit 101%. Finish your rocks, then delete the weapon pads.
>
> Is there a new method? This doesn’t work anymore