I apologize for my inactivity, I've been going through a lot in life lately.
I haven't been working on any computers, sorry!
At the moment I don't plan on continuing any AHOX scenes -- I feel like my AHOX scenes were really low quality and I keep finding bugs left and right in my sloppily coded computers.
If I do release more computers, more than likely they will just be proof of concepts and not AHOX machines.
Edit: I changed my mind and a new one is in the works! No guarantees on the release date but incase you wanted any, here is some information about the computer!
The computer is going to be an all-in-one (the monitor and computer tower will be part of the same object) that runs AHOX Basic 2.0.
If you're wondering, I'm planning on naming it "AHOX Beryl" and naming the processor "Oxide".
In case you are curious, the reason this happens is because of something called Floating Point Precision. Computers have limited precision with decimal numbers -- think of it like having a number that's limited to 10 digits.
Each digit can be any digit from 0 to 9 and you can place a decimal point wherever -- but 10 digits is all you get!
Of course, that would work for small numbers, such as 2.500000000.
But what about larger numbers?
Let's try 999999999.0. We only have 1 digit for fractions.
Worse yet, if we add 1, we can't fit *any* fractions! Only whole numbers can be represented above 999999999.9 with this method.
Of course, this is a dramatic oversimplification -- I don't actually know that much about how floating point numbers work, but I'm fairly certain its something similar to this. Another important note is that computers use Base 2 for floating point numbers rather than Base 10, but that's a whole other can of worms!
So, what you are seeing is Algodoo facing a similar issue, which is what results in the choppy movement!
I have just found a giant bug in this computer that would unfortunately severely compromise performance to fix!
Basically, lookup functions like the ones that look up variables use the regular "for" function and thus have a pretty shallow limit. If you have too many variables, they will stop working!
I am currently working on the next AHOX computer and I encountered this bug and fixed it by replacing these fors with xFor, but now performance has been compromised.
Can anyone help?
EDIT: It's okay now!
I optimized something else I was putting off until later and it's even faster than the Lithium was now.
That's the one benefit of having messy code, I suppose!
Ugh.
Unfortunately, split isn't working properly and I'm now remembering why I didn't include it in the Lithium Manual.
I gave it a basic test and for some reason it worked in the test, but its still not working properly. Worse yet, if I right click on the processor and enter the script menu after it fails to run, it crashes Algodoo!
I am going to have to release a hotfix unfortunately along with the new version of BoltOS.
Import basically appends a program to the currently running program, allowing you to use functions from the imported program within the currently running program.
Is it okay if I ask for people to tell me if they don't understand something in my scene so I can correct it? (Unless they're one of my friends, they would have to do so via comments)
I am working on a scene that has some pretty complicated instructions and I'm not confident in my abilities to write good instructions
Perhaps!
But for now anyway, I would like to take a break from the computers if that's okay. I've been kind of stressing out over them and my brain is goop.