Teleporter

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Teleporter

Postby Blazemann » Mon Sep 07, 2009 7:44 pm

No one has built a good teleporter/portal yet, so lets see who can!
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Re: Teleporter

Postby standardtoaster » Mon Sep 07, 2009 7:57 pm

Physically impossible to make.

  • You can't get the size or radius of the object that hits the teleporter
  • You can't spawn fixates or hinges in different places
  • No scoring. :lol:
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Re: Teleporter

Postby Blazemann » Mon Sep 07, 2009 10:15 pm

We don't need scoring if it is just to make one work. And that is bad talk. I think that an innovative way could be come up with.
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Re: Teleporter

Postby Frank » Mon Sep 07, 2009 11:22 pm

There is no way to completely scan complex bodies with Phun's current tools(neither 5.28 nor Algodoo), and it is impossible to edit an object's position. Standardtoaster is right.

Don't make a contest if you couldn't make a decent entry for it. That's a good rule of thumb. Especially if you do not entirely understand the workings of the goal object.
Made some cool stuff a long time ago
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Re: Teleporter

Postby Conundrumer » Tue Sep 08, 2009 12:06 am

Frank wrote:Don't make a contest if you couldn't make a decent entry for it. That's a good rule of thumb. Especially if you do not entirely understand the workings of the goal object.

At least make it have rules, guidelines, grading, etc. I already made 2 contests with stuff I couldn't make, but by making it a good contest format, people still accepted it and entered.
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Re: Teleporter

Postby Versieon » Tue Sep 08, 2009 1:02 am

Actualy, it can be simulated with simple shapes, and with existing tecnology.. You guys aren't thinking hard enough. It is possible!!! :evil:
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Re: Teleporter

Postby standardtoaster » Tue Sep 08, 2009 1:53 am

Versieon wrote:Actualy, it can be simulated with simple shapes, and with existing tecnology.. You guys aren't thinking hard enough. It is possible!!! :evil:

Spawning a premade object is not what a real "teleporter" would do. Besides, you can't spawn complex geometries with hinges or fixates.
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Re: Teleporter

Postby Blazemann » Tue Sep 08, 2009 2:23 am

Current tools can spawn fixjoints and Hinges, it would jsut be really complex. Don't mistake incredibly difficult with impossible. I do understand it, and if thyme used more of a C++ style, I would easily be able to accomplish it. But thyme has a style that I haven't fully learned yet. And also, are you sure you can't move things? I think that isn't fully accurate. You can move single objects instantly. Why not make a scanning system that scans a full object at once, using possibly hundreds of lasers, and simultainiously coping it as it is deleted. Or at least a grouped object portal is possible. Move you head to algodoo, things are possible. I know this is if people try.
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Re: Teleporter

Postby standardtoaster » Tue Sep 08, 2009 2:32 am

Blazemann wrote:You can move single objects instantly.

Prove it.

Blazemann wrote:Current tools can spawn fixjoints and Hinges, it would jsut be really complex.

Yes, as complex as it is, you can't spawn fixates or hinges at specified positions. Try it yourself.

  1. Make or circle or box
  2. Fixate the box to the background or another object
  3. Select the fixate
  4. Press control-c
  5. Go to http://www.textfixer.com/tools/remove-line-breaks.php and press control-v in the top box.
  6. Delete the parts from //Phunlet created by Algodoo v1.6.0 to the semicolon just before it gets to the Scene.addFixJoin
  7. Click Remove Line Breaks
  8. Click in the bottom box and press control-c
  9. Go back to Algodoo
  10. Press ~ or F11 to bring down the console
  11. Press control-v and press enter
  12. Read the errors that follow

I know that this is impossible. Some others and I tried this and it is physically impossible to do this.
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Re: Teleporter

Postby Jrv » Tue Sep 08, 2009 2:44 am

Fine, you want a teleporter, here you go...

http://www.mediafire.com/download.php?zbo4ttowdmm
Bang
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Re: Teleporter

Postby Blazemann » Tue Sep 08, 2009 2:59 am

Cute.

But you are not thinking straight Toaster. If it isn't specified, then where does it spawn? Vulah, that is where you begin the build. Listen, I don't care how impossible it seems. It is called trying because it might not work!
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Re: Teleporter

Postby Jrv » Tue Sep 08, 2009 3:21 am

Cute? That's groundbreaking technology there! I have yet to see you build a teleporter...
Bang
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Re: Teleporter

Postby standardtoaster » Tue Sep 08, 2009 3:37 am

Blazemann wrote:But you are not thinking straight Toaster. If it isn't specified, then where does it spawn? Vulah, that is where you begin the build. Listen, I don't care how impossible it seems. It is called trying because it might not work!

-.- We've gotten progress on it. You just CAN'T! We've gotten geometries spawned bug just no fixates/hinges. I can EASILY modify my polygon cloner to delete the object it clones. That way it will seem like it is "teleported"
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Re: Teleporter

Postby Blazemann » Tue Sep 08, 2009 4:56 am

Yeah, well isn't the end result the same?
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Re: Teleporter

Postby standardtoaster » Tue Sep 08, 2009 5:01 am

Sure, I guess. I guess I'll make it then.
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Re: Teleporter

Postby Frank » Tue Sep 08, 2009 5:46 am

Whether or not it is possible to spawn hinges and fixates (haven't tried it myself), you can't detect them. There is no way to do this. There are a number of tools at our disposal, and none of them can interact with any object that doesn't have a physical body. An undetectable object cannot be read and recreated. A machine that will scan/delete/respawn single geometries is possible with varying levels of accuracy, but that's as far as it can go.

I suppose there is some room for creativity among single-object cloners, though.
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Re: Teleporter

Postby standardtoaster » Tue Sep 08, 2009 6:00 am

Frank wrote:A machine that will scan/delete/respawn single geometries is possible with varying levels of accuracy, but that's as far as it can go.

I'm guessing this is something along the lines of what you mean. ;)
Image
Author: standardtoaster
Title: "Teleporting" I guess...
File Size: 449.21 kB
Rating: Image
ImageImage
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Re: Teleporter

Postby macunixgeek » Tue Sep 08, 2009 6:41 am

To recreate entire objects with fixates, your teleporter could set an unused attribute on the objects, and write the scene to a file. Then a C/C++/Python/Assembler/Ruby/Ada/Lisp/[Insert language of your choice here] program could read it out and modify it to spawn the objects at a new position. Your device could then read a script file written by the external program that spawns the object elsewhere.
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Re: Teleporter

Postby Blazemann » Tue Sep 08, 2009 11:29 am

Now, don't think that is the limits of teleportation, because that took only ten minutes to do.
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Re: Teleporter

Postby Versieon » Tue Sep 08, 2009 2:35 pm

Heres the automatic fixate for all you who don't know how.... Can also be done with springs and hinges

Image
Author: Versieon
Title: Fixate for Teleport
ImageImage
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Re: Teleporter

Postby Frank » Tue Sep 08, 2009 3:26 pm

Blazemmann, you don't know what you're talking about.
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Re: Teleporter

Postby standardtoaster » Tue Sep 08, 2009 4:05 pm

Frank wrote:Blazemmann, you don't know what you're talking about.

Agreed.

Versieon wrote:Heres the automatic fixate for all you who don't know how.... Can also be done with springs and hinges

Image
Author: Versieon
Title: Fixate for Teleport
ImageImage

What I meant was that you can't spawn hinges or fixates without onCollide. Ex. Object A hits Object B they get fixated together. Not Spawning Object A and Object B fixated together.
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Re: Teleporter

Postby coke5 » Tue Sep 15, 2009 10:31 pm

but when they spawn overlapping each other at the same time, they fixate together. so, they spawn fixated, pretty much.
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Re: Teleporter

Postby Sonic » Wed Sep 16, 2009 7:04 pm

Here
Image
Author: phunbox1 (Sonic)
Title: Teleporter
File Size: 2.74 kB
Rating: Image
ImageImage
Technically it teleports. It uses mirrors. I made it a while ago.
I do stuff and break things. You know how it is.
Image
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Re: Teleporter

Postby RaRaMalum » Thu Sep 17, 2009 10:58 am

its really no problem to "teleport" a predefind complicated object(with fixates, springs, etc), but its impossible to do it with an unknown complicated object within algodoo/phun.

You can in theory make an external program that reads algodoos memory block in the ram, but that would be stupidly complicated.
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