realism (WIP)
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Structural integrity that reacts to real physics: big, fast, or heavy hits can tear structures apart instead of only the vanilla break rules. CURRENT — Momentum-based failure with v2 physics pass: tracked bodies; effective impulse uses structure-size scaling (small shards and huge pieces behave more believably). Material realism (0–100): per-surface strength; angular damage scales with material so tough materials resist spin-up better. Fatigue is material-aware (soft materials accumulate sub-critical stress faster; stronger materials shed stress slightly differently). Per-material hole scaling (soft / medium / hard sliders; soft at 0 disables material damage). Support bonus when jointed-to-static is enabled. Explosion vs break uses the stronger query. Debris & dust with material-aware particles; added mappings for concrete, rubber, grass. Post-break impulses are softly capped vs effective threshold to limit absurd launches on extreme masses. Compatibility: leave_me_alone, jointed static bodies, player vehicle scope. Pause: Realism on/off. Coroutine-spread work for performance.
UPDATE 0.1.1
Realism (WIP) 0.1.1
Physics & materials
– Fatigue now respects material strength: repeated near-miss hits wear soft/weaker materials faster while tougher materials resist cumulative stress more believably.
– Large and small bodies use a structure-size factor so tiny shards and extreme mass ratios behave less like “full structural members” and chain reactions stay more grounded.
– Angular (rotational) contribution to damage scales with material realism so metals and masonry don’t snap like light props when realism is turned up.
– Refined material strength table and particle tile mapping for common surface types (glass, ice, plastics, masonry, metals, plus concrete, rubber, grass) for more consistent break feel.
– Post-failure impulses are softly capped relative to effective break threshold to reduce unrealistic debris launches on very heavy or odd-mass bodies.
– Bodies picked up for tracking use the same angular weighting blend as the final damage pass (material realism slider).
Notes
– Save version remains 2. Existing saves keep your option sliders; only simulation behavior is deeper/tighter.
– If breaks feel harsher or softer after the pass, adjust Momentum threshold, Material realism, and Fatigue as before.