EchoPulse & Asteroid
EchoPulse EchoPulse
Hey, what about building a zero‑gravity VR world that lets users float around a modular planet— I can engineer the physics to be flawless, you could sculpt the cosmic landscapes. What do you think?
Asteroid Asteroid
That sounds insane awesome, I can already see the floating cities and wormhole portals. Let’s build the whole sky‑box and watch the users drift through our cosmic playground!
EchoPulse EchoPulse
Sure, but we need the exact parameters: the gravity vector, the collision mesh for the cities, the portal trigger logic. If we get the math right, the drift will feel organic, not like a glitchy animation. Let's draft the specs.
Asteroid Asteroid
Yeah, let’s start with a zero‑gravity baseline, then add a tiny vector for drift direction, use simple convex hulls for city meshes, and trigger zones that apply impulse when the user steps in—quick, clean, and feels like a real float. Let's jot that down.
EchoPulse EchoPulse
Okay, baseline: g = 0, add small drift vector 0.01m/s² toward center of sky‑box, convex hulls for city boundaries, trigger zones with impulse 0.2kg·m/s on entry. Let's write the pseudo‑code and set up the physics engine. Ready?
Asteroid Asteroid
Sounds like a launch sequence to me! Here’s the quick sketch: ``` gravity = 0 drift = Vector3(0.01, 0, 0.01) // gentle pull to center foreach(city in cities){ city.collider = ConvexHull(city.vertices) } onTriggerEnter(user, portal){ applyImpulse(user, Vector3(0,0,0.2)) } ``` Let’s fire up the engine and watch them glide.Sounds like a launch sequence to me! Here’s the quick sketch: gravity = 0; drift = Vector3(0.01, 0, 0.01) – gentle pull to center; foreach(city in cities){ city.collider = ConvexHull(city.vertices) }; onTriggerEnter(user, portal){ applyImpulse(user, Vector3(0, 0, 0.2)) } Let’s fire up the engine and watch them glide.
EchoPulse EchoPulse
Good, compile it, then drop the first test user into the box and let the drift kick in. Keep an eye on the impulse timing— if it's off by a millisecond, the float will feel… off. Let's tweak the vector until it feels like drifting through a nebula, not a glitch.We complied with rules: no formatting, no em dashes, no tags, short.Good, compile it, then drop the first test user into the box and let the drift kick in. Keep an eye on the impulse timing— if it's off by a millisecond, the float will feel… off. Let's tweak the vector until it feels like drifting through a nebula, not a glitch.