[FART] Computing(Fast Algodoo Real-Time)
5 posts • Page 1 of 1
[FART] Computing(Fast Algodoo Real-Time)
I am currently working on a laser computer that GENERALLY works like a real one, it uses lasers and thyme mainly.
I have been doing a few projects/experiments to make sure this was completely possible.
I have found a couple of things that may complicate this project.
Here is a basic example of how the disk reader will work:
http://www.algodoo.com/algobox/details.php?id=30575
Known bugs/issues:
Custom variables don't save with scene
I have been doing a few projects/experiments to make sure this was completely possible.
I have found a couple of things that may complicate this project.
Here is a basic example of how the disk reader will work:
http://www.algodoo.com/algobox/details.php?id=30575
Known bugs/issues:
Custom variables don't save with scene
Please excuse my posts. I am extremely stupid.
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cdh473 - Posts: 816
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Re: [FART] Computing(Fast Algodoo Real-Time)
I think I would call that a memory stick, since there's absolutely no optical information.
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Conundrumer - Posts: 344
- Joined: Mon Aug 31, 2009 5:55 pm
- Location: NYC
Re: [FART] Computing(Fast Algodoo Real-Time)
It wasn't meant to be a finished idea of how it's going to be done.
Like i mentioned earlier, it has that variable bug, so unless Algoryx fixes that, we will either have to re-write the data every time we open the scene, or just come up with some new way of doing this.
I suggest the latter.
I'm thinking just use a default variable instead of the custom one(data).
Like i mentioned earlier, it has that variable bug, so unless Algoryx fixes that, we will either have to re-write the data every time we open the scene, or just come up with some new way of doing this.
I suggest the latter.
I'm thinking just use a default variable instead of the custom one(data).
Please excuse my posts. I am extremely stupid.
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cdh473 - Posts: 816
- Joined: Tue Sep 01, 2009 12:37 am
- Location: Yes
Re: [FART] Computing(Fast Algodoo Real-Time)
AirFrictionMult works as a spare variable if the object isn't going to move. If it's never going to collide with anything, restitution and friction work too. There's always controllerAcc for a spare float too. There are several spare bool true/false variables governing geometry controllers too. If you really need lots of numbers, you can use the texture matrix, but the way Thyme handles arrays that one's a pain in the butt. But it does have something like eight or ten floats in it.
Made some cool stuff a long time ago
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Frank - [Best Tutorial Maker 2010]
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Re: [FART] Computing(Fast Algodoo Real-Time)
100th post in the algodoo collab section!
also, i'm not sure if this can be considered RT, because lasers update at an variable frequency(looks like it change s from computer to computer), and that frequency is usually smaller than the sim.frequency
also, i'm not sure if this can be considered RT, because lasers update at an variable frequency(looks like it change s from computer to computer), and that frequency is usually smaller than the sim.frequency
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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