## Viewing post in Bonfire Peaks comments

(2 edits) (+1)

Thanks for the great game. I have something baffled about Bonfire Peaks, searching for the explanation.

Exploring the law of physics in a puzzle game is great fun to many players, especially when gradually build a self-consistent physical system of the game. I know the physics in Bonfire Peaks is different from the real world, but I still think its physics system should be self-consistent(That will be great!). The most physics rules in the world of Bonfire Peaks is brilliant and satisfying, I can explain what happened in any situations using a self-consistent system.

But I just can't explain the action of holding a two-voxel-box and turning when the box is against the rock. I know that the voxels of the wall is allowed to overlap temporarily during the turning in the world of Bonfire Peaks. Even the overlap can be as big as almost one whole voxel. I am satisfied with the rule of voxel overlap until I met these two situations.

This makes me so confused! These two situations look like almost the same. The max intersection volumes of voxels during these two turning have only slight differences. But why one is permitted while another is prohibited.

I am trying to do some calculation about the max intersection volumes during these two situations, but I can not figure it out, maybe I'll try to write some code to calculate later. Intuitively the situation in the second figure has a bigger max intersection volume, though the gap is extremely subtle.

So the action legitimacy judgement here is depended on the certain max intersection volume during the turning(If this is true, that will be insane and self-consistent), or this is just a certain rule about certain situations.

I am not a native speaker, sorry for my long-winded words.

Really love this great game！

Thanks for playing! and for the patience, as it's taken me a while to get back to you. :)

I really appreciate the thoughtful message. In that first example, I chose to be extra permissive to avoid annoying the player. It doesn't enable unintended solutions or cause any issues, so I decided to allow it. Ideally it would be accounted for in the animation (the player pulls the crate towards them as they turn) but I never got around to implementing that.

The second example is fundamentally disallowed by the system. It would break most of the game to allow it.

While i agree that it's very easy to argue that the first situation has too much clipping to be allowed, there's still a pretty big difference in the two scenarios, as you can see here -

So at some point I have to draw the line of "that's too much clipping", and I chose "when a face of a crate/block is pushing directly against the face of another". Hope that's a satisfying answer!