Wow, super exciting! Can’t wait to start working seriously with this in Studio and see what others create with it. Huge props to the physics team for keeping it so optimized - choosing to have aerodynamics auto-enabled globally tells me they’re confident in their work. Can’t blame them, I’ve been very impressed in my testing by how well it runs!
very excited to hear there are plans for local forces. I was complaining the other day that i couldnt make a feature request for force fields. Im curious to know whether the plan is for linear force fields only or if we could get things like vortices and drag fields!
Additionally, if you’re willing to add in relative wind audio as a built in feature, I have to wonder whether there are any plans or thoughts on adding other built in audio to the physics system. I.E. calculated audio for collisions determined by the materials of the interacting objects and the speed. It’s a fairly clunky feature to build in studio, and does to me seem like it could benefit heavily from being implemented into the base engine. just a thought. Great update!
I haven’t tested out the aerodynamics yet but does this fix the issue where parts move way faster and further in the air than on land?
Cool. Fun stuff all around but i still can’t see myself really using physics past insanely limited and super simple scenarios. As fancy as these new physics systems are, ultimately they do nothing to address the finicky replication and overall low performance of physics.
A while back i had tried getting aerodynamic stuff to work, specifically just a bunch of props like feathers and such, and a jet engine (toolbox model). It’s cool and all but ultimately the performance cost is way too much. That jet engine could even tank performance to like below 10 FPS within studio for whatever reason. Was it possible that performance was low due to me not really understanding how to actually properly implement aerodynamic things (or overall how to use aerodynamics)? Sure, but the 10 FPS generated by a jet engine with around 10-25~ meshes welded together still didn’t exactly make me really start actually pushing physics to their limits, or even push me into actually using physics past just moving characters.
Is there any chance of getting some sort of substantial physics improvements? Something to address specifically replication and performance.
Once again another amazing update from roblox here
Regarding that statement, will there be a Visualization tool for something like air density? Kinda like with AudioFilter, That has a draggable interface with a response curve. Except this visualizer can edit things like wind forces minus altitude.
The performance is great! On my end at least, I haven’t been seeing any performance troubles. I was surprised hearing that the devs plan to enable aerodynamic forces across whole projects, even saying there’d be minimal additional overhead physics-wise.
So, not only do we get real-time aero simulations, but we get them so cheaply that they could be incorporated into central game features… In their words, as central as gravity or collisions, so it’s a pretty big deal!
Reply 1:
I think you misunderstood pretty sure this is for the Doppler effect not a built in sound effect for wind blowing. an improved doppler effect would certainly be nice so it takes relative velocities between the sound emitter and listener.
(wind speed shouldn’t matter as if I am standing still next to a sound emitter that is also still it wont matter where I am relative to it if the wind is slower than the speed of sound I will hear the sound coming from the sound emitter without any pitch shifting only a delay but I don’t think Roblox models any delay with its sounds might be wrong though)
Reply 2:
what about local pressures?
It would be very interesting to see how this is used in Disaster Survival themed games.
Will this create lag in games with so many moving properties and/or parts as seen in the demo?
With the relative wind audio, are you also planning on simulating speed of sound? Speed of sound simulation would be an awesome addition!
Wow, this is super neat! Updates like this keep me excited for the future of ROBLOX and what creative minds will put together.
Now we need a Natural Disaster 2.0!
Very nice; I may start using the engine aerodynamics instead of simulating it through code. I agree with @0Tenth, resources based on the models we saw in the video would be nice for opening up and reverse engineering
So this is why I had to spend a half-hour pulling a 330mb client update through a 7mb down pipe yesterday. Very good news!
I have a couple of questions:
- Now that this is a client beta, are you looking to highlight experiences demonstrating the new wind model? Better physics almost universally equals better showcases. I imagine people like Asimo are chomping at the bit to demonstrate the new features.
- Is it possible for us to locally distort AirDensity? Say, artifically inflating said density to an insane degree inside a closed environment, then deleting an invisible wall. Air pressure in normal physics would force the contents of the room down the tube, a bit like those pipes in Portal 2.
- Are you accepting bug reports for model innaccuracies at this time? This is not to say I’ve found any since I have yet to dedicate time to play with experience ideas that require the wind model, but I am excited to do so soon.
This changes the games for the better. Games like airplane simulators and others will now become many times more realistic!
Nice, but shouldn’t this property be toggled off by default? Most of the existing parts enabled EnableFluidForces property aswell.
It seems as though small parts are extremely unstable with aerodynamics. The part that I used in the video is 10x0.2x0.2, and as demonstrated later in the video, the longer it is, the more unstable it becomes.
Minor bug I noticed after I had disabled fluid forces for all parts in my game:
Curiously, Terrain is showing up in the search results without having the property.
Edit: Apparently this happens with more part properties than just this one. For example, searching CastShadow=true will also yield Terrain as a result. I guess terrain is a BasePart internally somehow?
that is called friction, it is not a bug
yeah i have noticed this too, i also came to the conclusion that you did but it is still weird why its happening
Will there be a category in the Charts for games utilizing the new Aerodynamics feature for a short period of time?
can you enhance your video quality too