I created a mod that implements a more nuanced weather system in People Playground.
I was frustrated with existing implementations: they were either just visual fog or lacked physical scaling (lifting the entire map regardless of mass).
Technical highlights:
EF Scale Categories: Implemented physics-based scaling according to the Enhanced Fujita scale.
Anemometer & Signal Logic: Built a custom sensor system that outputs signals based on wind speed, allowing for automation within the game's circuit system.
Force Distribution: Improved the lifting logic to account for object mass and distance from the vortex core.
I haven’t open-sourced the code yet, but if anyone is interested in the physics math or the C# implementation, let me know — I’d be happy to push it to GitHub!
Mavox-ID•4d ago
I was frustrated with existing implementations: they were either just visual fog or lacked physical scaling (lifting the entire map regardless of mass).
Technical highlights:
EF Scale Categories: Implemented physics-based scaling according to the Enhanced Fujita scale.
Anemometer & Signal Logic: Built a custom sensor system that outputs signals based on wind speed, allowing for automation within the game's circuit system.
Force Distribution: Improved the lifting logic to account for object mass and distance from the vortex core.
Link to Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=37069...
I haven’t open-sourced the code yet, but if anyone is interested in the physics math or the C# implementation, let me know — I’d be happy to push it to GitHub!