V 2.1.0
8 posts • Page 1 of 1
V 2.1.0
I have been away from algodoo awhile and was trying to run a scene I made with v 2.0.2 on v 2.1.0 but the scene involves spawning objects that worked in v 2.0.2 but nothing spawns at all when the scene is run on v 2.1.0. Is there anyway to fix this? Also there are artifacts that appear when you zoom out but disappear when you zoom in, is there a fix for that? That didnt happen in v 2.0.2 either.
Are scenes made in v 2.0.2 just not compatible in v 2.1.0?
Are scenes made in v 2.0.2 just not compatible in v 2.1.0?
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
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Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: V 2.1.0
It seems to be sim.time related, The scene will spawn for a few seconds then stop, the spawned objects use sim.time to disappear in a few seconds after spawning which they do but after that time all spawning stops. Is the a dif command to use than sim.time for v 2.1.0?
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
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Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: V 2.1.0
I've never had any issues with loading scenes from 2.0.2 in algodoo 2.1.0.
Any chance of you uploading a copy of the scene, check the console for error messages too, as not much has changed to thyme other than a few more extra commands.
Also, 2.1 has the graphical system rewrote to improve performance, however some drivers don't support openGL 2.1+ properly and scrimp on features as opposed to implementing the openGL standards properly.
Any chance of you uploading a copy of the scene, check the console for error messages too, as not much has changed to thyme other than a few more extra commands.
Also, 2.1 has the graphical system rewrote to improve performance, however some drivers don't support openGL 2.1+ properly and scrimp on features as opposed to implementing the openGL standards properly.
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: V 2.1.0
After the spawning stops (exhaust smoke) the console says bad body not in scene , tell me if it works for you....
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
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Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: V 2.1.0
Spoiler: show
I've updated the script to the above, and it seams to be working properly now.
Using the same geometry, body and entity IDs as other objects is not much of a good idea, but the only way to work round that is to create a script which adjusts a variable and sets the IDs based off this variable, e.g. incriment by 6, and use the 6 variables between the last and the current one to set these IDs.
This is why smoke particles appear stuck together, which may possibly actually be helping increase the visual effects of the smoke on this scene!
I think that the reason why you started to see objects not spawning is because using density = 0 doesn't remove an object from algodoo. As far as algodoo is concerned, it is still an object, however not a valid object. The physics subsystem still has to deal with this object, which I believe the amount of invalid entitys of the same ID eventually throws the system off, creating these error messages.
In algodoo 2.1, a variable called "timeToLive" was created, which allows you to set the sim time that an object should remain on the screen for, without having to abuse the density bug.
Also, I think the visual issue you have with algodoo and the sun is created due the the sun being a polygon which is misformed (e.g. the outer edge of the original box still exists as part of the circle, causing this effect. My advice would be to create a circle with the texture, and abuse the TextureMatrix variable and the texture tool to adjust the image. There is a post somewhere on this forum with the infomation of the texturematrix array which may be handy.
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: V 2.1.0
Thanks! I am on my way to making repairs to the scene. Did the scene run at a reasonable speed to you or did it run slow?
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
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Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
Re: V 2.1.0
Seamed to run at a reasonable speed for the FPS I had, but that's my GPU drivers, ubuntu goofed up with 13.10...
[update]
Fixed the settings, the current scene runs perfectly on my box, and I'm using pretty much low end components, so you're scene will probably run fine for everyone!
[update]
Fixed the settings, the current scene runs perfectly on my box, and I'm using pretty much low end components, so you're scene will probably run fine for everyone!
When asking for help, READ THE STICKIES!
- electronicboy
- Posts: 1694
- Joined: Mon Aug 31, 2009 6:18 pm
Re: V 2.1.0
Thank you, you have been very helpful.
My scenes: http://www.algodoo.com/algobox/search.p ... ction=DESC
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
My Phun youtube clips: http://www.youtube.com/user/yukinfahoo
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Wild Bill - Posts: 129
- Joined: Mon Aug 31, 2009 5:50 pm
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