Xray, you had to press Y and click the box because the cube uses entityIDs that can get randomized every time you open the scene. If it tries to find a entity that doesn't exist, it just wouldn't work at all. I made the scene like this to save resources and the weird instructions are just a minor biproduct.
Also im getting kinda tired of trying to find ways to get the thing optimized so, if you guys care enough, I will continue working on this. Or would you guys rather have other kinds of coding scenes while this infrequently get updates?
Great game and coding!
After I opened a new scene after this one it was jittery
I just had to type
resetTree(sim)
to fix it
Just do that if you have problems with the physics
I know its not an actual raytracer like RTX but I can probably still call it raytracing. I have bee mentally planning a REAL raytracer with light and stuff but theres a big obstacle I do not know how to combat. That big problem is that lasers do not keep track of every entity it bounces off of in a onLaserHit event. If I had some way to get a table of entities the laser bounced off of, I would contribute my algodoo playtime to it.
Im also mentally planning for visual block coding for Thyme but I don't really know what the community would want. I have two ideas in mind: A more familiar design and interface of something like Scratch, terms that are kind of related to some kind of python (The other coding language I know) and then theres a kind of new interpretation of thyme for block coding. Right now Im kind of leaning towards the first idea.
Dear (viewers who use or have used Scratch or something like it), (non coders who want to code), and (intermediate thyme coders), What idea would you like more?
Yes, yes you may share your scene as a response.
I am also okay with code being borrowed (this applies for all of my scenes)
I will also try to implement your solution for gradual curves.
Good job! The UI looks alot better than mine.
This one looks more user friendly, no long long lists of numbers, its just easy to use.
I think it would be helpful to see the kept and dropped vertecies like mine. Also, it would be nice to just have a number representing the Minimum angle.
(Assuming you are on a PC)
I think there are two possible ways you could do that
both methods would require the object to die but you probably dont care about that right now.
In the first method is more simple where the circle simply dies after 5 seconds and a box is made in the same position so it looks like it turned into object B
The second method I thought of is much more complicated where most thyme coders (maybe including me) are not capable of making work. The circle would morph into the box over a 5 second period
Anyways, for the first easy solution in steps where A is the circle and B is the box ->
Set A's timeToLive to 5
Select the box by clicking on it and then copy it with Control+C, the code to create that box will be stored for later with CTRL+V
Paste the copied code from the box into the {} brackets of the onDie event in object A then click off of the Thyme menu or press return/enter
in object A's onDie, find variables pos, vel, and angvel in the code you pasted and then set all of them to themself, for example: "vel := vel;". Make sure there is a ; after every line or else Algodoo will drop the changes you've made since you started modifying.
Then, you will be done! I you need a example scene just ask me. I am also sort of open for the second option but idk if I would actually go through with it if you asked.
Oops, forgot to put that in the description. I went straight to bed after I published and only realized info was missing until I was half asleep so I never did it. I’ll update it soon not now because I’m on my iPad.