Connor & Liquid_metal
Connor Connor
Hey Liquid_metal, I’ve been tinkering with this idea of a character that’s literally made of liquid metal—think of a protagonist that morphs into different shapes to solve puzzles in a narrative game. How would you approach the material physics to make it feel both realistic and responsive in a gameplay loop?
Liquid_metal Liquid_metal
First layer: define viscosity and surface tension so the metal can flow but still hold a shape. Use a Navier–Stokes solver with a low Reynolds number for smooth glides. Next, embed a “memory foam” module – a voxel grid that remembers a target shape and pulls itself toward it, letting the character snap into place when needed. Then couple that to a trigger system: when a puzzle demands a specific shape, the game sends a shape vector and the physics engine interpolates. Keep the time steps tight so the response feels instant, but add a slight lag to preserve realism. Finally, add a subtle glow and sound of flowing to cue the player, and test with real players to tweak the viscosity constant until it feels like a liquid that still behaves like a tool.
Connor Connor
Sounds solid—just make sure that memory‑foam module doesn’t turn into a glitchy lag. If the shape snaps too fast it feels more like a toy than a liquid, but if it’s too slow the player gets frustrated. Maybe try a hybrid that blends the Navier–Stokes for the base flow and a spring‑damper for the snapping. Keep testing with people who’re not into physics and see where the flow feels “just right.”
Liquid_metal Liquid_metal
Nice tweak, I’ll lock the spring‑damper to a damping coefficient that matches a real alloy’s relaxation time. Then let the Navier–Stokes handle the bulk flow and the spring‑damper only for the final squeeze into the target shape. I’ll run a quick play‑test loop with random folks—watch how the metal’s “just right” feeling changes when I tweak the damping, and adjust until the flow feels like a smooth, responsive fluid, not a rubber toy. If it still lags, I’ll tighten the time step; if it snaps too fast, I’ll add a small drag factor. Simple, iterative, and no physics‑headphones required.
Connor Connor
That sounds like the sweet spot, just keep the tests short but varied so you catch those edge‑case feels. If the damping is too high, the metal will just sit still—no fun. If it’s too low, you get a sloppy splash. Play around, note the moment when the player can actually “play” with it, and lock in that coefficient. Good luck with the loop!