![]() In fact, the only requirement to “clear” a level is to just get the cars safely to their final destinations. You don’t have to complete one to progress to the next. When playing Worlds you can actually choose from any of the 60+ available stages in any order you wish. The good news is if you ever get stuck on a stage you can just move onto the next one. If you’re not sure how exactly a part will work, feel free to place it where you think it should go, then test it out. You’re free to use any of the materials in any way you wish as often as you like unless the stage puts a limit on specific parts. Basically you can test it as many times as you wish until you’re successful. You can freely test out your bridge while you’re making it at any time and you won’t be penalized if it breaks. ![]() Placing and removing parts is pretty simple and snap into place on the grid. The early levels are a good way to get your feet wet-and preferably not the vehicles'-in bridge building and how bridge physics work. After all, a bridge without anything supporting it will just collapse immediately. It’s not as simple as just building a road and that’s it you do have to take physics into account. You have to further account for the passage of ships and the like without completely destroying them. There are over 60 levels to complete and each has basically the same goal: get any vehicles from point A to point B safely by building a bridge or bridges, depending on the level, occasionally making sure any checkpoints are hit and that your bridge can both support the weight of the vehicles that cross them. Newer players will want to hit up the Worlds option first as it’s pretty much the campaign of the game, plus it includes a couple of tutorials for basic bridge construction as well as how hydraulics work. Poly Bridge 2 gives you a few ways to play out of the gate: Worlds, Workshop, and Sandbox. ![]() That said, I got the opportunity to check out Poly Bridge 2 on Steam to see how well I can design and develop bridges. I’ve always seen myself as more of a developer when it comes to my programming expertise I’m better at developing something as opposed to visually designing a program. Architecture is similar to an extent where you have to design what you’re building and then a team with the proper skills will develop what is being built. With programming, for example, there’s the process of designing the application, such as a video game, and then you have a team actually developing the application by writing the code. This example is rather simple and might be done with a few lines of VEX, but I keep encountering this situation in more complex scenarios where the PolyBridge is by far the most useful tool.When it comes to creating something, you can usually split the project into two major processes: designing and developing. I added an integer attribute (red) indicating the preferred pairing (as in: pair points with the same value). When their size changes, the pairing changes with it from straight to diagonal edges (see attachments). Is there a way to do this? Or, does anyone know the internal algortithm responsible for the pairings? What data does it use? A very simple example: I have two circle-shaped primitives with an equal amount of points and I use the Polybridge to connect them. The problem is that I cannot find out how to provide this information to the Polybridge SOP. In most of these situations, I am able to provide explicitly which points in the first primitive should map to which points in the second primitive with point numbers or custom attributes using wrangles/the Sort SOP or even changing the vertex order using the Add SOP. One way of fixing this is to expose the pairing shift, but this would mean that I (or worse, another artists or designer using the network/HDA) has to adjust this value everytime something else is adjusted that causes the pairing to change. A lot of times, this leads to poor results and in more complex networks it sometimes messes up the mesh entirely. Hey everyone, I encounter often, when using the Polybridge node in a procedural network, that the pairing changes when the input geometry does. ![]()
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