Difference between revisions of "Mass"

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(New page: Mass in Doom is a little different than the scientific definition of mass. Doom has a very basic physics engine. Every object is assigned a mass value. And every projectile has a certain a...)
 
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Mass in Doom is a little different than the scientific definition of mass. Doom has a very basic physics engine. Every object is assigned a mass value. And every projectile has a certain amount of force value that pushes an object in the direction the projectile was originally going, Assuming the object has a shootable value, such as a monster or barrel. Objects that are decorations such as dead bodies or items don't need mass values as they are not actually moved by anything. When a projectile such as a plasma gun bolt makes contact with an object, the contact will move the object slightly. The math is simple. The higher the mass is, the less the object will move when made in contact with a projectile. The lesser the mass, the more the object will move. The player's mass also defines how much he slides when he attempts to stop running.
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'''Mass''' in [[Doom engine]] games is a little different than the scientific definition of mass and the Doom engine has relatively simple physics that handle functions related to it. Every object in the game has a mass value and every [[projectile]], [[hitscan]] attack and [[blast]] has a force value that pushes objects on impact, assuming the object is shootable, such as a [[monster]], a [[player]] or a [[barrel]]. A projectile moves the object it hits to the direction it was going in before the impact. A blast moves the hit object away from the center of the blast. A hitscan attack moves the hit object away from the actor that made the attack. The higher an object's mass is, the less the object will move when hit. The lesser the mass, the more the object will move.
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When mass is messed with using [[DeHackEd]], it may have detrimental effects on gameplay. If an object's mass is negative, then it will be pulled towards the blast or attack. If the mass is changed to zero, then the game will instantly crash when it is hit. If the player's mass is set too low, the acceleration caused by a blast may speed him through a solid wall.
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A player's mass also defines how much they slide when they stop moving.
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==Notes==
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Decorative objects such as dead bodies or items have a mass value as well, but they do not use it for anything as they cannot be moved in any way.
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[[Category:Gameplay]]
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[[Category:Doom engine]]

Revision as of 17:55, 6 September 2017

Mass in Doom engine games is a little different than the scientific definition of mass and the Doom engine has relatively simple physics that handle functions related to it. Every object in the game has a mass value and every projectile, hitscan attack and blast has a force value that pushes objects on impact, assuming the object is shootable, such as a monster, a player or a barrel. A projectile moves the object it hits to the direction it was going in before the impact. A blast moves the hit object away from the center of the blast. A hitscan attack moves the hit object away from the actor that made the attack. The higher an object's mass is, the less the object will move when hit. The lesser the mass, the more the object will move.

When mass is messed with using DeHackEd, it may have detrimental effects on gameplay. If an object's mass is negative, then it will be pulled towards the blast or attack. If the mass is changed to zero, then the game will instantly crash when it is hit. If the player's mass is set too low, the acceleration caused by a blast may speed him through a solid wall.

A player's mass also defines how much they slide when they stop moving.

Notes

Decorative objects such as dead bodies or items have a mass value as well, but they do not use it for anything as they cannot be moved in any way.