Attraction Menu

Suggest changes and improvements to Algodoo.

Attraction Menu

Postby Someone Else » Sat Dec 18, 2010 1:55 am

The "Read This First" sticky on the Contests forum inspired me to come up with this idea.
Basically, there would be a sub-menu off the material menu in place of the Attraction Falloff buttons and the slider to go along with them.
The sub-menu would include a text box, some number of sliders (one for each value of n[x]), and some buttons for presets.
Example-
In the text box, you might put:
Code: Select all
N=(-kg[t]*kg[o]*n[1])/m^12 + (kg[t]*kg[o]*n[2])/m^6

simulating a 6 - 12 potential (think nuclear physics), where the "N" means "attractive force in Newtons", kg[t] and kg[o] are the mass of THIS geom and the OTHER geom, respectively, m is the distance between the geoms in meters, and n[1] and n[2] are two random constants determined by the sliders.

There would be two sliders- for n[1] and n[2].
The stuff in the brackets would be a subscript.

The presets would clear whatever's in the text box and replace it with some preset formula, such as:
Code: Select all
N=(kg[t]*kg[o]*n[1])/m^2

for an attraction similar to the default on the attraction setting on Algodoo 1.8.0- proportional to the product of the masses and some number, while also being inversely proportional to the distance between them.

What I've mentioned so far is only minimal, and probably the easiest to code. It would be possible to add a bunch of other variables, including everything in the script menu and:
  • V[x t], V[y t], V[x o], V[y o], V[x r], V[y r] for x and y velocities of this geom, the other geom, and the relative velocity in m/s.
  • A[... ...] with the same tags as above and the same meaning, but with acceleration in m/s^2.
  • Anything else you guys can think of.
Even more advanced would be three buttons above the text box, defining what positive and negative terms mean. By term, I mean this:
Code: Select all
(kg[t]*kg[o]*n[1])/m^2

The first button would be exactly what already exists- positive terms attract, negative terms repel.
The second button would more closely simulate electrostatic forces- terms with opposite signs attract while terms with the same sign repel.
The third button be exactly the opposite of the second- like signs attract, opposite signs repel. Not realistic, but possibly useful.

Visualization of the difference between the second two buttons:
Second option..........| Third Option
o + + + ...................| o + + +
+ + + +....................| + + + +
The +'s attract the o, |The +'s repel the o,
but repel each other.|but attract each other.
The dots are just spacers.

With this, atomic fusion really would be possible, at least with two weeks of tweaking or so. :?

By the way, this is kinda random but you could in theory script a breakable fixate by scripting several hinges so that when one breaks they all break. Like, make the impulse break limit zero.
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Re: Attraction Menu

Postby Chronos » Sat Dec 18, 2010 8:47 am

I'm pretty sure this is just a bit too complicated to be put in.
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Re: Attraction Menu

Postby Someone Else » Sat Dec 18, 2010 11:11 pm

Sigh :( ... but it would be cool though.

I will try to construct an ASCII artwork of what this menu would look like, in its simplest form.

_________________________________________
[ N=-(kgt*kgo*n1)/m^12 + (kgt*kgo*n2/m^6 ] . . .|
n1=40 . . . . . . . . . . . . . . . . . . . . . . . . . . . .|
------------------------|-------- . . . . . . . . . . . . .|
n2=18 . . . . . . . . . . . . . . . . . . . . . . . . . . . .|
------------------|-------------- . . . . . . . . . . . . .|
[Linear] [Quadratic]. . . . . . . . . . . . . . . . . . |
_________________________________________|

The brackets indicate a button or a text box.
The dots are spacers because the spacebar will look right on the edit screen, but will disappear on the preview.

By the way, is HTML code for a color just RGBA encoded in hex?
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Re: Attraction Menu

Postby electronicboy » Sun Dec 19, 2010 12:20 am

[url]en.wikipedia.org/wiki/Web_colors[/url]

each value in rgba is divided by 16,
(by value i mean the values for red, green, blue, not each digit)
the result is then rounded down for the first value
and the second value is the remainder of the sum.

this is carried out for each value to generate the final hex code.
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Re: Attraction Menu

Postby Kilinich » Sun Dec 19, 2010 8:37 am

Do you remember Algodoo is game for school? for 10-15 years old kids.
This is way too complicated.
Dream of Algodoo as game development engine...
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Re: Attraction Menu

Postby Someone Else » Mon Dec 20, 2010 1:01 am

Well... maybe there would be an option in the Options menu thingy somewhere that would allow you to toggle this menu on and off- the present Material menu would be the default, but if you're somebody like me that likes the extra flexibility and doesn't mind the added complexity, then you could turn it on.

That way, like so many other suggestions, people who oppose it don't have any reason to complain, while others can use it. :)
It's hard to clutter up a menu with one checkbox.
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Re: Attraction Menu

Postby Rideg » Tue Dec 21, 2010 12:57 pm

Kilinich wrote:Do you remember Algodoo is game for school? for 10-15 years old kids.
This is way too complicated.

make a new mode. Simple - Medium - Advanced - More Advanced?
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Re: Attraction Menu

Postby electronicboy » Tue Dec 21, 2010 1:59 pm

there is no mode's anymore.
And thats how algoryx plans to keep it.
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Re: Attraction Menu

Postby Rideg » Tue Dec 21, 2010 6:29 pm

electronicboy wrote:there is no mode's anymore.
And thats how algoryx plans to keep it.

Sorry. I didn't notice that 'til you pointed it out :P
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Re: Attraction Menu

Postby Someone Else » Thu Dec 23, 2010 3:55 am

Rideg wrote:make a new mode. Simple - Medium - Advanced - More Advanced?

That's not really what I what thinking. I was just imagining a single checkbox, only visible on medium and advanced modes, the default always off. When this box is unchecked, the material menu would look exactly as it does now, but when checked, you would see my version of the material menu. Make sense? :)

electronicboy wrote:there is no mode's anymore.
And thats how algoryx plans to keep it.

Could somebody please explain? I have Algodoo 1.8.0, and there are, very clearly, on that one tab in the Options menu, three radio buttons labeled Simple, Medium, and Advanced. I do know that Algodoo 1.8.5 has come out recently, or will soon, and there is a distinct possibility that Algoryx modified the GUI behind my back. So I want to know what electronicboy is talking about.

No offense intended, anyone. :) It's not impossible that someone could misinterpret what I said.
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Re: Attraction Menu

Postby Rideg » Thu Dec 23, 2010 7:19 pm

Someone Else wrote:
Rideg wrote:make a new mode. Simple - Medium - Advanced - More Advanced?

That's not really what I what thinking. I was just imagining a single checkbox, only visible on medium and advanced modes, the default always off. When this box is unchecked, the material menu would look exactly as it does now, but when checked, you would see my version of the material menu. Make sense? :)

electronicboy wrote:there is no mode's anymore.
And thats how algoryx plans to keep it.

Could somebody please explain? I have Algodoo 1.8.0, and there are, very clearly, on that one tab in the Options menu, three radio buttons labeled Simple, Medium, and Advanced. I do know that Algodoo 1.8.5 has come out recently, or will soon, and there is a distinct possibility that Algoryx modified the GUI behind my back. So I want to know what electronicboy is talking about.

No offense intended, anyone. :) It's not impossible that someone could misinterpret what I said.


1.8.5 is the latest version. No modes what so ever. There are expandables instead.
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Re: Attraction Menu

Postby electronicboy » Thu Dec 23, 2010 8:29 pm

Rideg wrote:
Someone Else wrote:
Rideg wrote:make a new mode. Simple - Medium - Advanced - More Advanced?

That's not really what I what thinking. I was just imagining a single checkbox, only visible on medium and advanced modes, the default always off. When this box is unchecked, the material menu would look exactly as it does now, but when checked, you would see my version of the material menu. Make sense? :)

electronicboy wrote:there is no mode's anymore.
And thats how algoryx plans to keep it.

Could somebody please explain? I have Algodoo 1.8.0, and there are, very clearly, on that one tab in the Options menu, three radio buttons labeled Simple, Medium, and Advanced. I do know that Algodoo 1.8.5 has come out recently, or will soon, and there is a distinct possibility that Algoryx modified the GUI behind my back. So I want to know what electronicboy is talking about.

No offense intended, anyone. :) It's not impossible that someone could misinterpret what I said.


1.8.5 is the latest version. No modes what so ever. There are expandables instead.

They came in 1.8.2

emilk wrote:=== Algodoo 1.8.2, 2010-11-04 ===
* Replaced old system of simple/medium/advanced mode with "expandables" (explained in detail here).
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Re: Attraction Menu

Postby Someone Else » Fri Dec 24, 2010 6:05 am

electronicboy wrote:
1.8.5 is the latest version. No modes what so ever. There are expandables instead.

They came in 1.8.2

emilk wrote:=== Algodoo 1.8.2, 2010-11-04 ===
* Replaced old system of simple/medium/advanced mode with "expandables" (explained in detail here).
[/quote]
Ah, thanks.

Hmmmmmm... ... ...
Well... ... ...
Again, I have Algodoo 1.8.0, and don't know anything about the GUI on later versions, aside from the video on expandables above.
On the Interface tab on the Options menu, I am envisioning checkboxes for [Touchscreen], [Draw cursor], [Lock windows], etc, and [Attraction Menu]. Again,
Someone Else wrote:It's hard to clutter up a menu with one checkbox.


Any problems with this? :)
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Re: Attraction Menu

Postby CasperFalandysz » Fri Jan 07, 2011 6:40 pm

it isnt needed with all those buttons for attraction YET but it would be cool if there was added a few check/uncheck boxes for what directions it should attract things from; would also be cool if emil/algoryx added some more script options like the possibility of controlling speed of objects trough scripts xD tractor beam :mrgreen:
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