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Stabby Shield

Image:
screenshot of the scene

Author: Mr_Stabby

Group: Default

Filesize: 44.43 kB

Date added: 2010-12-11

Rating: 6.2

Downloads: 641

Views: 743

Comments: 4

Ratings: 4

Times favored: 1

Made with: Algodoo before v1.8.5

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Scene tag

A continuation to my prototype (which was a long, long time ago). Main focus was on making the shield generator as random scene friendly as possible which i think i achieved (should be fine 9 out of 10 times, however if your scene contains anything that has E, F and G collides at the same time + no self collide it will become part of the shield.. that combination shouldnt be very common tho).

The idea was to make a shield thats more like glass rather then a rubber bubble, if it gets hit it breaks but not before repelling what hit it, hence it loses integrity equivalent to the amount of abuse it takes. Unfortunately attractions on mass scale are very performance intensive thus i had to cut down on the shield particles by alot(by making less but bigger ones) which limits its use to big, slow moving projectiles.

Controls:
A/D move the vehicle left/right,
1 releases the sample debris
F produces shield
Last edited at 2010/12/11 21:05:16 by Mr_Stabby
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Interesting concept...
The thing with the combination of attracting and repelling is a little old actually and I must say it has been solved differently before via quadratic and linear gravity instead of 2 sticked balls, but you did very good scripting work inside the onCollide and especially by the spawner. The balls also appear in nice pattern btw.
I hope you agree with 9/10?
the reason behind 2 balls is that in order for the shield center not to affect everything in the scene with same collide it has to project the exact same negative attraction as well. The particles that are supposed to make up the shield dodge that negative attraction via no self collision + specific collideset (call it frequency if you want) which means great compatibility with random objects but no structure so the second ball is there to provide self collision. I think this solution is superior to a single ball particle because a single ball generator would also make the thing not usable in most scenes thus is worthless.
Oh, damn, I just had another look at the scene... My first comment is quite senseless, sorry dude! But yes, you are right, the system seems to be pretty stable. Maybe you can make a laserless Phun version too?
it is a bit weak but nice idea although it is simple to make lasers making everything they hit change density/air-friction/loosing waight per second or so :lol: and it is less lagging but I will also work on a shield but more like a pile of stone is spawned around something (the middle ones wont collide stuff (except the outer ones :lol: ))