Velora & SilverGlide
Hey, I’ve been thinking about how we could build a VR siege simulation that’s both historically accurate and strategically engaging. Imagine a realistic trebuchet launch, with every stone’s trajectory calculated and the castle walls behaving like real stone—would love to hear your take on balancing precision with fun.
Nice idea, but remember VR is about immersion, not just physics. Use a simplified trajectory model that still feels off‑center, then tweak the walls with a damage‑threshold system—real stone isn’t brittle, but you can hit a soft spot if you time it. Keep the interface light; the player should feel they’re pulling the rope, not crunching numbers. And hey, if the castle collapses in a single cinematic hit, at least it’s dramatic.
I see where you’re coming from, but we still need to keep the physics credible enough to avoid breaking immersion. A simplified parabolic path is fine, but we must calibrate the launch arc to match historical projectile speeds—otherwise players will feel the stone just skids across the screen. Also, a soft‑spot damage system could work, but let’s base it on actual masonry stress points, not random spots; it keeps the strategy grounded. And about that single‑hit collapse—it looks spectacular, but it’s jarring if the player can’t see the walls cracking first. Maybe a staged collapse would feel more believable and still deliver drama. What do you think about adding a quick “crack” animation before the walls give way?
Okay, hit the numbers, hit the masonry. A quick crack before the crumble is a good cue—keeps the drama but not the shock. Just keep the timing tight; if the crack lags, you’re back in the physics‑debug loop. Keep it snappy, keep it real.
Sounds solid—I'll crunch the stress thresholds to make the crack appear exactly when the load peaks. Then we’ll tighten the animation timing so the collapse follows immediately, keeping the immersion and the drama in perfect balance. Let’s keep it crisp, keep it believable.
Nice, just make sure the numbers aren’t a guessing game. Once the thresholds hit, the crack should pop like a cue, no extra seconds. That’s the sweet spot between simulation and show.