Teleporter

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Re: Teleporter

Postby Mystery » Thu Sep 17, 2009 1:35 pm

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Author: Mystery
Title: Teleporter V2
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Rating: Image
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I did it 2009-04-04 :P

That aside there a three basic theory for teleportation The most common consists of scanning the object like a document sending the info to point B for it to be reconstructed. The less popular involves warping point A to point B (like in valve's Portal)
For example
Pre warp
A|----------------|B

Post warp
A|/\/\/\|B

Both of these prove impossible with he lack of resources in algodoo.
But this isn't Real life this is algodoo, algodoo is a 3D physics engine (Height, width, Thyme.) Abusing thyme to the limit can result in fun new ways ODing on a happiness i like to call "Holy F**K you did it" how the f**k you do it i have no idea, or else i would do it!
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Re: Teleporter

Postby Sonic » Tue Sep 29, 2009 5:53 pm

So do we get graded or what? I'm just curious to see how badly I did.
I do stuff and break things. You know how it is.
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Re: Teleporter

Postby a Mammoth » Fri Oct 02, 2009 9:27 pm

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I suppose you could say the ball is teleported since it goes right through a wall. Its stupidly simple though. Just make it travel to the destination in one frame.
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Re: Teleporter

Postby Altro » Sat Oct 10, 2009 12:25 am

hmmm.

maybe take a snapshot of the scene (possible thru console or external coding).
then use some img recog. software (it doenst have to be too complex, hinges and stuff are preeety much the same shape), then use a modified form of bmp2phun or svg2phun, then create the phnnlet at the exit protal 8-)
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Re: Teleporter

Postby macunixgeek » Wed Oct 14, 2009 12:18 am

If you're getting into an external program, just save/load the scene with Thyme.
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Re: Teleporter

Postby Physicsguy » Wed Oct 14, 2009 3:44 am

Here's my Thyme in English.

Code: Select all
You take a thick wall of closely placed laserpens.  When the object oncollides with a laser, the laser breifly changes the entire shape (everything that it touches)'s refractive index to make everything pratically see-through, then the other lasers (the thick wall) shoot through it, sensing when the object starts, where there are holes, and where it ends, making a complete copy of it, and spawning it on the 'teleporter exit'!


I'm no Thymer, but this might work!
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Re: Teleporter

Postby Mystery » Sat Oct 17, 2009 1:21 pm

Sounds epic but impossible see through objects aren't effected by laser codes. What is very possible is having a tight grid of lasers each laser storing the place it hits as a variable then using a polygon spawner giving the points given by the lasers you could recreate the object. for this to work well you would need at least 75+ lasers. Thus the lag given would be killer.
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Re: Teleporter

Postby legophunpp » Thu Feb 18, 2010 12:30 am

what about the "new method"
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Re: Teleporter

Postby RA2lover » Thu Feb 18, 2010 2:31 am

nice bump, but the new method won't help much either, as you would still need to scan all objects
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Re: Teleporter

Postby davidz40 » Thu Feb 18, 2010 10:56 am

You can send a given object at ultra high speed to other teleporter, then stop it by +inf density. But technically that isn't teleportation.
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Re: Teleporter

Postby cdh473 » Thu Feb 18, 2010 6:34 pm

I have an idea on how to destroy autospawned fixates:
1.)Make the original box
2.)Have the spawner create an invisible box that has no collides on
3.)Have it fixate to the original box
4.)Fixate the autospawned box to the background.
That way, you can just delete the autospawned box,(it has to be hanging off the side of the original one) and it will un-fixate it.
Please excuse my posts. I am extremely stupid.
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Re: Teleporter

Postby Rrobba » Fri Feb 19, 2010 7:33 pm

That is quite immpossible to get perfect.
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Re: Teleporter

Postby Mystery » Mon Feb 22, 2010 1:21 pm

davidz40 wrote:You can send a given object at ultra high speed to other teleporter, then stop it by +inf density. But technically that isn't teleportation.

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thats almost exactly how mine works. Method X can get all the details to teleport the object quite easily it the hinges, fixates, springs and everything that doesn't collide that is the problem.
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Re: Teleporter

Postby Mr_Stabby » Sat Feb 27, 2010 10:03 pm

using distance measuring lasers that temporarily fixate the entire structure and alter collidesets for "xray" vision i could:
accurately replicate simple(boxes and circles) components of the thing being teleported
replicate complex components(polygons) with an unknown quality (havent tried it)
have the teleporter study the remaining components (hinges/fixates/springs) by trying to move them. fixate position doesent really matter and via math i could probably determine the hinge/spring position and strength

all of which together would be enough for most objects to be cloned, however all of this would be an insanely tedious task which im not really interested in
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Re: Teleporter

Postby Chronos » Sun Feb 28, 2010 7:04 pm

You should start a collab for it.
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Re: Teleporter

Postby Mystery » Mon Mar 01, 2010 12:11 pm

Did you actually read what he wrote? Doesn't work and there are insanely easier methods for it.

has any one thought of keeping the object in the same place and moving everything else instead?
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Re: Teleporter

Postby izacque » Tue Mar 02, 2010 1:07 am

lol, why is that not funny. :problem:
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Re: Teleporter

Postby Fujitsu » Thu Mar 04, 2010 8:29 am

Mystery wrote:has any one thought of keeping the object in the same place and moving everything else instead?


Futurama reference for the win?
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Re: Teleporter

Postby Mystery » Fri Mar 05, 2010 2:59 am

No, that is an actually theory for warp speed.
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Re: Teleporter

Postby kilebantick » Sun Mar 07, 2010 12:00 pm

RaRaMalum wrote: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.

Sorry, all i'm hearing is "Grady, make it" :D
I bet he could too :-/ Freaking nerdy-nerd-douche-nerd
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