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Collision Layer Display

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Author: s_noonan

Group: Technical

Filesize: 12.74 kB

Date added: 2015-11-28

Rating: 5

Downloads: 212

Views: 190

Comments: 9

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Collision Layer Display
Last edited at 2016/07/02 20:16:54 by s_noonan
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A complex solution for a non-existing problem. ;)
It can be used to show what instructions are in Ravenplucker's code circles.

See comment.
Last edited at 2015/11/28 18:30:58 by s_noonan
nice, a complex solution for an easy "problem":D
And I just uploaded a scene with an easy solution for a pretty frequent problem ^^

Well, nice that there are still scenes uploaded using modern thyme code. All these camps are srly 2 short and 2 senseless, and most of all, 2 many
s_noonan quote: "It can be used to show what instructions are in Ravenplucker's code circles."

Instructions? I understood that your "Collision Layer Display" boxes were only used for displaying the selected collision layers, not instructions. And if that's all they are used for, then it seems a lot simpler to me to click on a code circle (for example) and in the Edit Menu just hover over "Collision Layers". That, to me, is a lot simpler and less likely to cause problems than dragging Collision Layer Display boxes over each circle, and hope that you are seeing the desired one, especially if the circles happen to be situated very close together or are overlapping. No offense, my Algodoo friend, but I just don't see this as being very useful. Your code is interesting and clever, but the end result is not. Sorry.
Statement: I understood that your "Collision Layer Display" boxes were only used for displaying the selected collision layers, not instructions.
Response: In Ravinpluker's scene each collision layer in a code circle does a particular task, so collision layer = instruction.

S: It seems a lot simpler to click on a code circle and in the Edit Menu just hover over "Collision Layers" than dragging Collision Layer Display boxes over each circle.
R: I agree, but I think it would be even simpler to scale down one box to be smaller than a circle, copy it, and paste one into each circle.

S: ... and hope that you are seeing the desired one, especially if the circles happen to be situated very close together or are overlapping.
R: If the box is scaled down and you are pasting it, then it is easy to see the desired circle, the circles are all separated from each other, and they don't overlap.

So if each of Ravenplucker's code circles had a collideSet display box, then you could see the code just by looking at the code wheel. If there is no code display, then you can't find out what each circle does without using the context menu to check collision layers and even if you did that it would be hard to track after the wheel started turning.
I didn't know that the collideSet display boxes were scalable. That would certainly resolve my concern about placing them correctly over the desired geometry.

One problem that I ran into while playing around with the collideSet display boxes is the hidden axles would occasionally get detached from the box, either because I was moving them too quickly, or they would not get selected for some reason just before being moved. So, it might be a good idea to make them visible in order to keep track of them.

Could the boxes be made to display other data such as variable values? That might make them more useful.

Thanks for your replies to my questions. :tup:
Last edited at 2015/11/29 04:07:17 by Xray
Q: Could the boxes be made to display other data such as variable values? That might make them more useful.
A: Yes, I agree.

S: The hidden axles would occasionally get detached from the box.
R: The same thing happened to me along with the collideSet display box going behind the new object. That is why I changed the instructions to "Copy and paste this box and two hidden axles ...". This should take care of both of those problems.
I'm starting to like this idea the more I play around with it! :lol: Would you be Okay with me making a modified version of this scene which will work a little differently (but will give the same result)? You will of course get credit for most of it.

I thank you in advance.
Yes, no need for credit.