\n\n
We’ll keep releasing these weekly updates right up until the game comes out. To make sure you don’t miss them, you can sign up for our newsletter. Be sure also to wishlist Logic World on Steam and join the official Discord.
\n\nSee you next Wednesday!
\n\n\n","uglytitle":"logic-world-wednesdays-the-upsidedown-edition","thumbnail":""}},"error":null},"3733460844":{"data":{"comments":[{"id":"cmt-dbd1eaed","parentid":"cmt-74b29a77","objectid":"pst-f6efeac5","authorid":1,"createdat":1608177375,"editedat":0,"renderedbody":"Thanks for the kind words! <3
\n","body":"Thanks for the kind words! <3","author":{"username":"Jimmy","picture":"396e9365933e70deb8cf","flair":"developer"},"rating":{"score":1,"likedBy":[1]}},{"id":"cmt-74b29a77","parentid":"cmt-1e102949","objectid":"pst-f6efeac5","authorid":33,"createdat":1607385893,"editedat":0,"renderedbody":"I just want to say that I think this is a very good response. As a software developer myself, I also suffer from feature creep, so I think @lululombard’s question is valid and from the outside these kinds of features really do look like feature creep (you say it didn’t take much time, though in my personal experience “not much time” is almost always too much time). But your response made it clear to me for the first time that your vision/goals for LW are not just about the simulation, it’s about the experience and the ambience. That immediately flips my perspective (again, my own opinion) from this being a random/unnecessary feature to one that is really cool/important.
\n","body":"I just want to say that I think this is a very good response. As a software developer myself, I also suffer from feature creep, so I think @lululombard's question is valid and from the outside these kinds of features really do look like feature creep (you say it didn't take much time, though in my personal experience \"not much time\" is almost always too much time). But your response made it clear to me for the first time that your vision/goals for LW are not just about the simulation, it's about the experience and the ambience. That immediately flips my perspective (again, my own opinion) from this being a random/unnecessary feature to one that is really cool/important.","author":{"username":"shamus030","picture":"old-pfp/33","flair":""},"rating":{"score":2,"likedBy":[1,33]}},{"id":"cmt-6177e0e7","parentid":"","objectid":"pst-f6efeac5","authorid":277,"createdat":1607040513,"editedat":1607040887,"renderedbody":"You could grey out (or hide) settings you can’t edit (on servers) in settings. How would you make spheres? You could also customise gravity affected cubes to change size and color. Also any idea yet how you will launch logic world? (from steam)
\n","body":"You could grey out (or hide) settings you can't edit (on servers) in settings. How would you make spheres? You could also customise gravity affected cubes to change size and color. Also any idea yet how you will launch logic world? (from steam)","author":{"username":"yeboia","picture":"","flair":""},"rating":{"score":1,"likedBy":[277]}},{"id":"cmt-684ee941","parentid":"cmt-56eeb14c","objectid":"pst-f6efeac5","authorid":49,"createdat":1607014648,"editedat":0,"renderedbody":"Lolololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololol
\n","body":"Lolololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololol","author":{"username":"Ry","picture":"old-pfp/49","flair":""},"rating":{"score":1,"likedBy":[49]}},{"id":"cmt-c992c24a","parentid":"cmt-a08eaa47","objectid":"pst-f6efeac5","authorid":1,"createdat":1607004208,"editedat":0,"renderedbody":"Gravity is completely arbitrary. It is not inherently tied to any objects in the world.
\n\nThe way it works is there is an IGravityRules
interface. The game finds the active gravity rules, and passes it a point in 3D space. The gravity rules returns a direction and magnitude for gravity at that point.
When you create a world type, you can use one of the built-in vanilla gravity rules, or you can code your own. There’s really no restriction on what code you can run in your GravityRules class, as long as it implements the interface. So…
\n\n\n\n\nwould it be conceivable to have logic-world components that alters gravity based on its state?
\n
Yes, that is absolutely 100% possible and is an amazing idea. I didn’t think of that at all but it’s brilliant.
\n","body":"Gravity is completely arbitrary. It is not inherently tied to any objects in the world.\n\nThe way it works is there is an `IGravityRules` interface. The game finds the active gravity rules, and passes it a point in 3D space. The gravity rules returns a direction and magnitude for gravity at that point.\n\nWhen you create a world type, you can use one of the built-in vanilla gravity rules, or you can code your own. There's really no restriction on what code you can run in your GravityRules class, as long as it implements the interface. So...\n\n> would it be conceivable to have logic-world components that alters gravity based on its state?\n\nYes, that is absolutely 100% possible and is an amazing idea. I didn't think of that at all but it's brilliant.","author":{"username":"Jimmy","picture":"396e9365933e70deb8cf","flair":"developer"},"rating":{"score":2,"likedBy":[1,323]}},{"id":"cmt-1e102949","parentid":"cmt-0b646942","objectid":"pst-f6efeac5","authorid":1,"createdat":1607003820,"editedat":0,"renderedbody":"\n\n\n\nHow about you actually optimize the game for big circuits
\n
I actually have been working on that this week, but it’s not done at all and wasn’t ready to show. I’m hoping to have some impressive performance demos next Wednesday.
\n\n\n\n\nI’ve been waiting for more than a year for this game now
\n
Me too man. Trust me, nobody is as eager as I am to get this done and released.
\n\n\n\n\nthat’s really not a required feature for the release.
\n\nit seems you got sidetracked a lot
\n
It is true that this feature is not strictly necessary. Choosing to add arbitrary gravity was a compromise on time-in to value-out. The new player controller code (which was necessary for several reasons) supports arbitrary rotation, and so it was fairly straightforward to add arbitrary gravity to world types. Without too much work, I got results that are super awesome.
\n\nAs I said in the post, I’ve felt for a long time that one of Logic World’s biggest flaws is its uninteresting backgrounds. Logic World is special not because it’s a circuit simulator, but because it’s a 3D, first-person, immersive circuit simulator. To fully realize that vision, we need fun and awe-inspiring places to build your circuits. Arbitrary gravity is a tool that is helping me to add those places.
\n\nWe 100% could have released a kind of shitty Logic World a long time ago. But I am not willing to release a kind of shitty game. I care about Logic World a lot, and I want it to be an incredible, feature-rich, super polished product. Sometimes that means adding features which aren’t strictly necessary.
\n\nThank you for caring about my game and for sharing your feelings on it. There is not too much longer to wait now. Hang in there.
\n","body":"> How about you actually optimize the game for big circuits\n\nI actually have been working on that this week, but it's not done at all and wasn't ready to show. I'm hoping to have some impressive performance demos next Wednesday.\n\n> I’ve been waiting for more than a year for this game now\n\nMe too man. Trust me, nobody is as eager as I am to get this done and released.\n\n> that’s really not a required feature for the release.\n\n> it seems you got sidetracked a lot\n\nIt is true that this feature is not strictly necessary. Choosing to add arbitrary gravity was a compromise on time-in to value-out. The new player controller code (which *was* necessary for several reasons) supports arbitrary rotation, and so it was fairly straightforward to add arbitrary gravity to world types. Without too much work, I got results that are super awesome.\n\nAs I said in the post, I've felt for a long time that one of Logic World's biggest flaws is its uninteresting backgrounds. Logic World is special not because it's a circuit simulator, but because it's a 3D, first-person, *immersive* circuit simulator. To fully realize that vision, we need fun and awe-inspiring places to build your circuits. Arbitrary gravity is a tool that is helping me to add those places.\n\nWe 100% could have released a kind of shitty Logic World a long time ago. But I am not willing to release a kind of shitty game. I care about Logic World a lot, and I want it to be an incredible, feature-rich, super polished product. Sometimes that means adding features which aren't strictly necessary.\n\nThank you for caring about my game and for sharing your feelings on it. There is not too much longer to wait now. Hang in there.","author":{"username":"Jimmy","picture":"396e9365933e70deb8cf","flair":"developer"},"rating":{"score":2,"likedBy":[1,33]}},{"id":"cmt-a08eaa47","parentid":"","objectid":"pst-f6efeac5","authorid":323,"createdat":1607002948,"editedat":0,"renderedbody":"Is the gravity tied to the surface?\nIf so, would it be conceivable to have logic-world components that alters gravity based on its state? (The objects would alter the gravity of the connected surface they are directly placed on only.)
\n","body":"Is the gravity tied to the surface? \nIf so, would it be conceivable to have logic-world components that alters gravity based on its state? (The objects would alter the gravity of the connected surface they are directly placed on only.)","author":{"username":"bejoscha","picture":"","flair":""},"rating":{"score":2,"likedBy":[1,323]}},{"id":"cmt-0b646942","parentid":"","objectid":"pst-f6efeac5","authorid":322,"createdat":1607002638,"editedat":0,"renderedbody":"Okay that’s cool and everything, but that’s really not a required feature for the release. How about you actually optimize the game for big circuits instead of adding quirky features and never release the game? Sorry to be harsh but I’ve been waiting for more than a year for this game now, and it seems you got sidetracked a lot… Thanks
\n","body":"Okay that's cool and everything, but that's really not a required feature for the release. How about you actually optimize the game for big circuits instead of adding quirky features and never release the game? Sorry to be harsh but I've been waiting for more than a year for this game now, and it seems you got sidetracked a lot... Thanks","author":{"username":"lululombard","picture":"","flair":""},"rating":{"score":4,"likedBy":[42,50,322,196]}},{"id":"cmt-98fed2d3","parentid":"cmt-65400c68","objectid":"pst-f6efeac5","authorid":1,"createdat":1607002010,"editedat":0,"renderedbody":"\n\n\n\nYou could add rotation and orbits to planets.
\n
We unfortunately can’t right now because there’s no support for placed objects that move. If you placed a component on a moving planet, it would seem to shoot off into space as the planet moved away from it.
\n\nHowever, this is something I’d really like to support in a post-1.0 update.
\n\n\n\n\nWill planets have more vertices?
\n
Unsure about vertex count; there are a number of visual styles a planet could have with varying vertex counts. I’m also unsure if vanilla LW will have any planet world types at launch. But I’m planning to experiment with raymarching for planet rendering, which would give them the appearance of infinity vertexes.
\n","body":"> You could add rotation and orbits to planets.\n\nWe unfortunately can't right now because there's no support for placed objects that move. If you placed a component on a moving planet, it would seem to shoot off into space as the planet moved away from it.\n\nHowever, this is something I'd really like to support in a post-1.0 update.\n\n> Will planets have more vertices?\n\nUnsure about vertex count; there are a number of visual styles a planet could have with varying vertex counts. I'm also unsure if vanilla LW will have any planet world types at launch. But I'm planning to experiment with raymarching for planet rendering, which would give them the appearance of infinity vertexes.","author":{"username":"Jimmy","picture":"396e9365933e70deb8cf","flair":"developer"},"rating":{"score":1,"likedBy":[1]}},{"id":"cmt-65400c68","parentid":"","objectid":"pst-f6efeac5","authorid":70,"createdat":1606998236,"editedat":1606998480,"renderedbody":"You could add rotation and orbits to planets. But it can create board collision problems.\nThis solar system brings back fond memories of the wonderful Outer Wilds.\nUPD: Will planets have more vertices?
\n","body":"You could add rotation and orbits to planets. But it can create board collision problems.\nThis solar system brings back fond memories of the wonderful Outer Wilds.\nUPD: Will planets have more vertices? ","author":{"username":"Nerd","picture":"old-pfp/70","flair":""},"rating":{"score":2,"likedBy":[1,70]}},{"id":"cmt-56eeb14c","parentid":"","objectid":"pst-f6efeac5","authorid":196,"createdat":1606995908,"editedat":0,"renderedbody":"Oh I thought this LWW was about Australia.
\n","body":"Oh I thought this LWW was about Australia.","author":{"username":"Ecconia","picture":"old-pfp/196","flair":""},"rating":{"score":3,"likedBy":[1,70,196]}},{"id":"cmt-cebd7969","parentid":"cmt-1adec2b2","objectid":"pst-f6efeac5","authorid":1,"createdat":1606961901,"editedat":0,"renderedbody":"I agree. My plan is that it will be possible to build cannons once I add the physics sandbox features to the game (a good deal post-1.0).
\n","body":"I agree. My plan is that it will be possible to build cannons once I add the physics sandbox features to the game (a good deal post-1.0).","author":{"username":"Jimmy","picture":"396e9365933e70deb8cf","flair":"developer"},"rating":{"score":2,"likedBy":[1,277]}},{"id":"cmt-feaab80f","parentid":"cmt-128c5438","objectid":"pst-f6efeac5","authorid":1,"createdat":1606961838,"editedat":0,"renderedbody":"Thanks babe, I think you’re cool too <3
\n","body":"Thanks babe, I think you're cool too <3","author":{"username":"Jimmy","picture":"396e9365933e70deb8cf","flair":"developer"},"rating":{"score":1,"likedBy":[1]}},{"id":"cmt-1adec2b2","parentid":"","objectid":"pst-f6efeac5","authorid":278,"createdat":1606961731,"editedat":0,"renderedbody":"it would be fun to have cannons in logic world
\n","body":"it would be fun to have cannons in logic world","author":{"username":"calegxm999","picture":"","flair":""},"rating":{"score":3,"likedBy":[1,277,278]}},{"id":"cmt-128c5438","parentid":"","objectid":"pst-f6efeac5","authorid":278,"createdat":1606961537,"editedat":0,"renderedbody":"this is cool
\n","body":"this is cool","author":{"username":"calegxm999","picture":"","flair":""},"rating":{"score":2,"likedBy":[1,278]}}]},"error":null}}For a long time, I’ve felt that one of the biggest flaws of Logic World is its uninteresting backgrounds. The circuits themselves are super cool, but we need cooler places to build those circuits.
One of my main tasks for December is to add more and beautiful world types to the game. This week I’ve implemented an awesome tool that will help me to create these worlds: arbitrary world gravity.
I forgot to mention it in the video, but the gravity system is totally open to modders. When you mod in a world type, you can control exactly how the gravity works; you can use one of the built-in gravity rules, or program your own.
\
not being correctly detected and replaced when validating file names for sandboxes and saved boardsWe’ll keep releasing these weekly updates right up until the game comes out. To make sure you don’t miss them, you can sign up for our newsletter. Be sure also to wishlist Logic World on Steam and join the official Discord.
See you next Wednesday!
Is the gravity tied to the surface? If so, would it be conceivable to have logic-world components that alters gravity based on its state? (The objects would alter the gravity of the connected surface they are directly placed on only.)
Gravity is completely arbitrary. It is not inherently tied to any objects in the world.
The way it works is there is an IGravityRules
interface. The game finds the active gravity rules, and passes it a point in 3D space. The gravity rules returns a direction and magnitude for gravity at that point.
When you create a world type, you can use one of the built-in vanilla gravity rules, or you can code your own. There’s really no restriction on what code you can run in your GravityRules class, as long as it implements the interface. So…
would it be conceivable to have logic-world components that alters gravity based on its state?
Yes, that is absolutely 100% possible and is an amazing idea. I didn’t think of that at all but it’s brilliant.
Okay that’s cool and everything, but that’s really not a required feature for the release. How about you actually optimize the game for big circuits instead of adding quirky features and never release the game? Sorry to be harsh but I’ve been waiting for more than a year for this game now, and it seems you got sidetracked a lot… Thanks
How about you actually optimize the game for big circuits
I actually have been working on that this week, but it’s not done at all and wasn’t ready to show. I’m hoping to have some impressive performance demos next Wednesday.
I’ve been waiting for more than a year for this game now
Me too man. Trust me, nobody is as eager as I am to get this done and released.
that’s really not a required feature for the release.
it seems you got sidetracked a lot
It is true that this feature is not strictly necessary. Choosing to add arbitrary gravity was a compromise on time-in to value-out. The new player controller code (which was necessary for several reasons) supports arbitrary rotation, and so it was fairly straightforward to add arbitrary gravity to world types. Without too much work, I got results that are super awesome.
As I said in the post, I’ve felt for a long time that one of Logic World’s biggest flaws is its uninteresting backgrounds. Logic World is special not because it’s a circuit simulator, but because it’s a 3D, first-person, immersive circuit simulator. To fully realize that vision, we need fun and awe-inspiring places to build your circuits. Arbitrary gravity is a tool that is helping me to add those places.
We 100% could have released a kind of shitty Logic World a long time ago. But I am not willing to release a kind of shitty game. I care about Logic World a lot, and I want it to be an incredible, feature-rich, super polished product. Sometimes that means adding features which aren’t strictly necessary.
Thank you for caring about my game and for sharing your feelings on it. There is not too much longer to wait now. Hang in there.
I just want to say that I think this is a very good response. As a software developer myself, I also suffer from feature creep, so I think @lululombard’s question is valid and from the outside these kinds of features really do look like feature creep (you say it didn’t take much time, though in my personal experience “not much time” is almost always too much time). But your response made it clear to me for the first time that your vision/goals for LW are not just about the simulation, it’s about the experience and the ambience. That immediately flips my perspective (again, my own opinion) from this being a random/unnecessary feature to one that is really cool/important.
Thanks for the kind words! <3
You could add rotation and orbits to planets. But it can create board collision problems. This solar system brings back fond memories of the wonderful Outer Wilds. UPD: Will planets have more vertices?
You could add rotation and orbits to planets.
We unfortunately can’t right now because there’s no support for placed objects that move. If you placed a component on a moving planet, it would seem to shoot off into space as the planet moved away from it.
However, this is something I’d really like to support in a post-1.0 update.
Will planets have more vertices?
Unsure about vertex count; there are a number of visual styles a planet could have with varying vertex counts. I’m also unsure if vanilla LW will have any planet world types at launch. But I’m planning to experiment with raymarching for planet rendering, which would give them the appearance of infinity vertexes.
Oh I thought this LWW was about Australia.
Lolololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololololol
it would be fun to have cannons in logic world
I agree. My plan is that it will be possible to build cannons once I add the physics sandbox features to the game (a good deal post-1.0).
this is cool
Thanks babe, I think you’re cool too <3
You could grey out (or hide) settings you can’t edit (on servers) in settings. How would you make spheres? You could also customise gravity affected cubes to change size and color. Also any idea yet how you will launch logic world? (from steam)