[Solved]1.9.7 airFrictionMult Bug
5 posts • Page 1 of 1
[Solved]1.9.7 airFrictionMult Bug
Edit: (by tatt61880 on 2011.07.09 21:34)
I think this is not a bug, cause of your issue seems to be just a lack of semi-colon (i.e. ";" ) after "airFrictionMult := 1.0000000000000000".
(You'll see error message about it, in console.)
Please PM me if you still consider this is a bug.
Regards,
-Tatt
----
So I was trying to make a realistic-looking smoke spawner.
All well and good until I tried to spawn the circles with low airFrictionMult, so they would move some direction other than up. They float, and a laser decreases density over time.
As soon as I put in the airFrictionMult code, it was as if it was -inf and the circled failed to exist as soon as they began to exist.
The only difference is airFrictionMult.
I then tried spawning a default circle and a slightly modified default circle.
I think this is not a bug, cause of your issue seems to be just a lack of semi-colon (i.e. ";" ) after "airFrictionMult := 1.0000000000000000".
(You'll see error message about it, in console.)
Please PM me if you still consider this is a bug.
Regards,
-Tatt
----
So I was trying to make a realistic-looking smoke spawner.
All well and good until I tried to spawn the circles with low airFrictionMult, so they would move some direction other than up. They float, and a laser decreases density over time.
As soon as I put in the airFrictionMult code, it was as if it was -inf and the circled failed to exist as soon as they began to exist.
- Code: Select all
scene.addCircle({
color := [0, 0, 0, 0.30000000000000004];
texture := "radial-white-transp.png";
drawBorder := false;
drawCake := false;
density := 0.00010000000000000000;
onHitByLaser := (e)=>{e.geom.density = e.geom.density + 0.00010000000000000000};
textureMatrix := [0.50000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 0.50000000000000000, 0.50000000000000000, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000];
collideSet := 32;
heteroCollide := true;
geomID := 1;
pos := [0, 5];
vel := [(((scene.addCircle({
collideSet := 0;
airFrictionMult = -inf;
pos := [+inf, +inf]
})).color(0)) - 0.50000000000000000) * 20, (((scene.addCircle({
collideSet := 0;
airFrictionMult = -inf;
pos := [+inf, +inf]
})).color(0)) - 0.50000000000000000) * 20]
});
scene.addLaserPen({
color := [1, 1, 1, 0.010000000000000000];
geom := 1;
relPoint := [0, 0];
maxRays := 1
})
- Code: Select all
scene.addCircle({
airFrictionMult := 1.0000000000000000
color := [0, 0, 0, 0.30000000000000004];
texture := "radial-white-transp.png";
drawBorder := false;
drawCake := false;
density := 0.00010000000000000000;
onHitByLaser := (e)=>{e.geom.density = e.geom.density + 0.00010000000000000000};
textureMatrix := [0.50000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 0.50000000000000000, 0.50000000000000000, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000];
collideSet := 32;
heteroCollide := true;
geomID := 1;
pos := [0, 5];
vel := [(((scene.addCircle({
collideSet := 0;
airFrictionMult = -inf;
pos := [+inf, +inf]
})).color(0)) - 0.50000000000000000) * 20, (((scene.addCircle({
collideSet := 0;
airFrictionMult = -inf;
pos := [+inf, +inf]
})).color(0)) - 0.50000000000000000) * 20]
});
scene.addLaserPen({
color := [1, 1, 1, 0.010000000000000000];
geom := 1;
relPoint := [0, 0];
maxRays := 1
})
The only difference is airFrictionMult.
I then tried spawning a default circle and a slightly modified default circle.
- Code: Select all
scene.addCircle({})
scene.addCircle({airFrictionMult := 1.0})
Both work.
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Someone Else - Posts: 1147
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Re: 1.9.7 airFrictionMult Bug
not bug. negative airFrictionMult cause unrealistic flying, -inf makes circles instantly fly off sim zone.
just use zero airFrictionMult for your case.
just use zero airFrictionMult for your case.
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Kilinich - [Best bug reporter 2010]
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Re: 1.9.7 airFrictionMult Bug
No, it is a bug. In the second script, you'll notice this:
airFrictionMult := 1.000000000000
That shouldn't make it behave like it was -inf.
I wanted it to be somewhere between 1 and 0, like 0.0010000000000000000.
airFrictionMult := 1.000000000000
That shouldn't make it behave like it was -inf.
I wanted it to be somewhere between 1 and 0, like 0.0010000000000000000.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: 1.9.7 airFrictionMult Bug
Hi.
I think this bug report show complex example (i.e. this example is not simple case).
For example, is next line needed for reproducing this bug?
texture := "radial-white-transp.png";
Edit: (by tatt61880 on 2011.07.09 16:14)
Anyway, I think this is not a bug, just a lack of semi-colon (i.e. ";" ) after 2nd line.
-Tatt
----
I think this bug report show complex example (i.e. this example is not simple case).
For example, is next line needed for reproducing this bug?
texture := "radial-white-transp.png";
Edit: (by tatt61880 on 2011.07.09 16:14)
Anyway, I think this is not a bug, just a lack of semi-colon (i.e. ";" ) after 2nd line.
-Tatt
----
NOTE: I'm not an Algoryx member.
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Hi, Algodoo lovers. Have you read next topic? Featured scenes suggestions
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tatt61880 - [Most Helpful Person 2010]
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Re: 1.9.7 airFrictionMult Bug
in posted code you forget ";" after multiplier string.
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Kilinich - [Best bug reporter 2010]
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