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BROTRR'S PHYSICS IS IMPERFECT
 
Thunder
#1 13-08-2012, 08:53:52 AM
Let's examine the theory of BROTRR's physics for a sec. As one insightful blogger once said, it's like the truck is on a piece of paper and you're dragging a magnet underneath, so it goes over all the curves and whatnot. Well, that works just fine with BROTRR's 3-dimensional heightmaps, but what about a 5-dimensional heightmap? Let me explain.

The shape of a landscape in Big Rigs is represented in memory as a 2-dimensional array of 24-bit integers. Each integer represents a height value, making the 2-dimensional plane 3-dimensional by extruding the heights. Because of the unique format of a bitmap, each one of those integers can actually be broken down into 3 values (red, green, and blue). Each one of those values could potentially be used to represent the position in space on each axis. This is important. While your typical Big Rigs map represents simple topography, other games have implemented caves. Now, let me explain why this wouldn't work.

Currently, Big Rigs positions the rig at the exact height of a point on the map. If multi-dimensional maps were used, one could potentially have overlapping height values, which could confuse the computer. To work around this potential eventuality, most game developers employ a system called raycasting. Raycasting is a collision detection method between a line and a shape in 3D space. The only way to employ this method in Big Rigs while adhering to its current physics model would be to cast a ray straight down from infinity to 0, taking the topmost value. Unfortunately, there are situations in which that ray might potentially intersect 2 different heights, in which case the higher value would be used. The end effect would be something like the following:

Thunder is driving along through Forgotten Road 2, a fully 3D map with ray-powered rigcollisions enabled. There is a cave up ahead. Thunder keeps driving, because what's to stop him? Thunder hits the cave, and jumps onto the top of the cave in the blink of an eye, altogether circumventing it. This is a violation of BROTRR's physics, yet this is the only way to support full-3D environments with 5D heightmaps. In order for a physical theorem to be correct, it must apply the same mathematics regardless of the number of dimensions, but Big Rigs would simply cease to function with maps provided in any other format than what comes with the game! A Big Rig from BROTRR could never drive in Russia or any other country! It is physically impossible, by BROTRR's own standards! Doing so would cause a time paradox that would turn the universe into a giant ice cube!


yourethunder
#2 28-10-2012, 00:57:18 AM
What is wrong with a time paradox and BROTRR?  Doesn't the ability to travel backwards faster than the speed of light explain everything?


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Thunder
#3 28-10-2012, 08:15:57 AM
Now that I think about it, I'm wrong. The explanation relates to the uncertainty principal. Basically, if there are two overlapping collision polygons, a rig can drive on either the top one or the bottom one, depending on the collision system employed. Both casting a ray from infinity to 0 and from the rig's altitude to 0 would be compatible wih BROTRR's current heightmap setup due to there being no 90 degree walls.

However, BROTRR employs a framerate independent movement system, meaning that in the latter collision system, the rig could drive straight through cliffsides if the framerate gets to low. This never happens in BROTRR, therefore proving that the former collision system is the true and correct system, meaning that...

In the hypothetical situation of a collidable cave, a rig would drive over it, and never into it.

In ACII art, that would look like:

Code: [Select]
   _
  / |___    <-
  o----o
-----------
             ^        _              _
             |   <-  / |___     <-  / |___
                     o----o         o----o
-----------------------------------------------


yourethunder
Svetlana
#4 28-10-2012, 23:36:53 PM


lana_chan my name is erin
X23
#5 28-10-2012, 23:40:48 PM
i disagree


Thunder
#6 29-10-2012, 02:23:32 AM
i disagree

What's your theory?


yourethunder
X23
#7 29-10-2012, 02:48:33 AM
i disagree

What's your theory?
It's not a theory, it's a scientific law. I call it the law of BROTRR being a perfect game. It's quite complex, but let me sum it up for you. BROTRR is a perfect game, everything about it cannot be improved, for it is the best anything could ever be.


#8 06-11-2012, 07:57:02 AM
You've put an awful amount of thought into this


have a nice day
Thunder
#9 06-11-2012, 07:59:33 AM
You've put an awful amount of thought into this

I have enough time on my hands to think about things. You are capable of thinking, aren't you? I mean, I assume you have at least a half-functional brain. Why don't you use it?


yourethunder
X23
#10 06-11-2012, 11:28:36 AM
You've put an awful amount of thought into this

I have enough time on my hands to think about things. You are capable of thinking, aren't you? I mean, I assume you have at least a half-functional brain. Why don't you use it?
hey man, that was harsh


Skrag
#11 07-11-2012, 17:30:13 PM
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You've put an awful amount of thought into this

I have enough time on my hands to think about things. You are capable of thinking, aren't you? I mean, I assume you have at least a half-functional brain. Why don't you use it?
hey man, that was harsh

Corneth does make a valid point Thunder.  Why can't you just accept that BROTRR is a fetching WINNER game with totally realistic WINNER physics?


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