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when I was working on my falling sand stuff I set it up so each atom had a physics state (solid/powder/liquid/gas) separate from the material (dirt/stone/gold/etc)
so you could have atoms of solid gold or liquid gold or powder gold or whatever other combo
then you could set it up so the material has properties for melting/freezing/boiling point, friction, density, viscosity, etc that affect how it behaves in different physics states
just an alternate way to think about it vs making different materials for each state
I guess the downside though is that if there's some combination of state/material that you want to be unobtainable (say liquid grass) it'd still be representable.
so you'd have to depend on runtime behavior/tests to make it unobtainable (eg. make melting point be Option where None means can't melt, or something)
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Courtesy of @PieKing1215 :
The text was updated successfully, but these errors were encountered: