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authorVaino Kauppila <vaino@vke.fi>2026-07-02 22:58:25 +0300
committerVaino Kauppila <vaino@vke.fi>2026-07-02 23:47:07 +0300
commitcd0c08dc7ce754473178ad3f32f7740a1dddc1eb (patch)
tree589c676b41d6f3d322ea5ce339ddb0811f29ec31 /data/materials.lua
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forts_clone-cd0c08dc7ce754473178ad3f32f7740a1dddc1eb.zip
Initial import: LibreForts (M0-M5 in progress)
Open-source Forts clone: custom C++20 engine + data-driven (Lua) 2D physics artillery RTS. - Building: node/strut graph on a stiff mass-spring solver (canon Forts model), triangulation rigidity, axial + 30-degree angle-stress breaking, cascading collapse, fire (DoT + spread), ground destroys debris. - Weapons (M4): cannon (ballistic) + laser (beam/ignite) with select-and-aim-in- arc UX; splash / beam damage; bg-brace passthrough. - Devices + economy (M5): reactors + win/loss + restart, mines/turbines/battery, metal deposits, storage caps, per-shot energy cost. - Data-driven via Lua/sol2 with a layered mod loader; enemy-fort scenario mod. - Renderer: SDL3 + textures + ImGui dev UI. stb_image + ImGui vendored. - Assets: CC0 placeholders only; real game art loaded at runtime from the user's own install via forts: paths (bring-your-own; nothing copyrighted committed). See README.md / CLAUDE.md and research/ + requirements/ for detail.
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+-- Base building materials for the clone.
+--
+-- The engine reads the global `Materials` array (in order). Build modes 1/2/3
+-- map to entries 1/2/3. Mods under data/mods/ run AFTER this file and may use
+-- FindMaterial(name) to tweak these, or table.insert(Materials, ...) to add new
+-- ones. (angle_threshold is in DEGREES; the engine converts to radians.)
+
+Materials =
+{
+ {
+ name = "wood",
+ stiffness = 600, damping = 12, mass = 0.25,
+ max_compression = 0.90, max_expansion = 1.10, -- snaps past +/-10% length
+ angle_threshold = 30, tension_only = false, -- snaps if a loose strut rotates >30deg
+ min_length = 0.4, max_length = 3.0, max_link_length = 6.0, -- single-strut size limits
+ hit_points = 150,
+ flammable = true, burn_rate = 15, spread_time = 2.0, -- wood: slow burn/spread
+ blocks_projectiles = true, blocks_beam = true, -- solid: stops shells & beams
+ half_width = 0.15,
+ color = { 1.0, 1.0, 1.0, 1.0 }, -- white = show texture untinted
+ texture = "data/textures/wood.png",
+ },
+ {
+ name = "bgbrace", -- background bracing
+ stiffness = 600, damping = 12, mass = 0.25,
+ max_compression = 0.92, max_expansion = 1.08,
+ angle_threshold = 30, tension_only = false,
+ min_length = 0.4, max_length = 3.0, max_link_length = 6.0,
+ hit_points = 100,
+ flammable = true, burn_rate = 22, spread_time = 0.7, -- burns ~3x faster than wood
+ blocks_projectiles = false, blocks_beam = false, -- shells AND beams pass through (beam still burns it)
+ half_width = 0.15,
+ color = { 1.0, 1.0, 1.0, 0.45 }, -- translucent
+ texture = "data/textures/bgbrace.png",
+ },
+ {
+ name = "rope",
+ stiffness = 150, damping = 8, mass = 0.05,
+ max_compression = 0.0, max_expansion = 1.50, -- slack in compression, snaps at +50%
+ angle_threshold = 360, tension_only = true, -- never snaps on angle
+ min_length = 0.8, max_length = 1.5, max_link_length = 20.0, -- subdivides into many segments -> drapes
+ hit_points = 50,
+ flammable = true, burn_rate = 25, spread_time = 1.0, -- burns through fast
+ blocks_projectiles = false, blocks_beam = false, -- shells AND beams pass through
+ half_width = 0.04,
+ color = { 0.15, 0.12, 0.10, 1.0 },
+ },
+}
+
+-- Helpers mods can use (mirrors the Forts modding API shape).
+function IndexOfMaterial(name)
+ for i, m in ipairs(Materials) do
+ if m.name == name then return i end
+ end
+ return nil
+end
+
+function FindMaterial(name)
+ local i = IndexOfMaterial(name)
+ if i then return Materials[i] end
+ return nil
+end