Algodoo Computer Collab [ACC]

Forum for collaboration projects in Algodoo Phun Edition.

Algodoo Computer Collab [ACC]

Postby xplane80 » Tue Sep 01, 2009 11:25 am

Hello! I like to intoduce the Algodoo Computer Collab! This project wants to archieve a great advance in optical algodoo-computing via thyme. Maybe we can simulate complex circuits in future...?
Image

Our project has a fictive company called OXB.Systems. OXB.Systems was founded by me, Bronie12345 and Otacon140.96

This collab is a remake of The Phun Computer Project [PCP] however, this one is Algodoo based and phun based.

This is a copy of the old forum:

[PCP] Phun Computer Project Main Thread Version 0.50b from 2009-05-09
Computer 2.xx is ready!!!!

Hello! I like to intoduce the Phun Computer Project! This project wants to archieve a great advance in optical phun-computing via thyme. Maybe we can simulate complex circuits in future...?


Our project has a fictive company called OXB.Systems. OXB.Systems was founded by xplane80, Bronie12345 and me.

TODO-list:
-We need a standard command and memory adress pattern (XPLS 2?)!
-We will add a high capacity adressable RAM interface or a high capacity adressable hard-drive
-We will add fast graphic functions for the new screen
At last we will built a little phun computer

Announcements:
2009-04-13: The PCP was founded
2009-04-14: Thread version 0.2b released (added voting rules, facts, new jobs, bus specs)
2009-04-15: Thread version 0.25b released (added topical research)
2009-04-15: The first working phun computer was born (very simple pc)
2009-04-21: The second working phun computer was born (very complex pc)
2009-05-01: OXB.Systems was founded!

Rules:

Voting rules:
Do not rate our scenes down if they miss 100% realtime performance.
This project is very complex. Be happy if they run 100% realtime @ 0.01x speed.

Interesting facts from our research:
-Our latest PC has a frequency up to 32Hz
-The collection of logic gates runs on 29500 collisions per second.


Topical research:

1. Floppy text reader and writer
floopy with textures (bugfix), floopy with textures, floppy with texture reading, pssd (phun solid state disk) version 2, pssd (phun solid state disk) version 1, hdd thats able of saving multiple strings, floppy PC mini, floppy reader, writer and working wires, floppy reader and writer, floppy reader [Congrats to Bronie12345, xplane80, RBS & lollerman ]
2. Endless data storages
3. Different harddisks [Congrats to Spokesh, dionytadema, xplane80, Bronie12345]
4. Very small computers First phuncomputer, Phun Computer V2.00

5. Data cables Transfer example, V1.00, V2.00 [Congrats to RA2lover]
6. Keyboards Research-Version, V1.00, OXB.Systems P15
7. Screens Animated version 2.75, Touch screen version 4.00
PROBLEMS?
Nope ^^

Free jobs:
-Communication standards developer (memory access r/w, frequency settings, signal standards)
-Main memory development [Spokesh?]
-Circuit management (conducting, chip layout)
-Main peripheral devices research
-LED Display R&D
-Scene optimization (lag, size,..)
Free jobs in future:
-Kernel programmer
-O/S programmer

Contest-corner:
Currently no contest open

Important phun-system-environment variables:

Code:

sim.timeDelta
Type: Positive decimal value
Description: Time between two physics engine solvings (default is 0.01s). 0.01s means a processor frequency of 100Hz, 0.001s means 1kHz,...
Code:

sim.timeFactor
Type: Positive decimal value
Description: Sets the simulation speed. A value of 1 means realtime.

Motto: Computers inside Computers: It's possible!
Otacon140.96



---
How this project has begun:
This old construction kit (see below) contains analog and digital logic gates, A/D converters and frequency synthesizers and much more...

Features:
Logic gates: AND, OR, NAND, NOR, XOR, XNOR, NOT
Digital gates: Color-addition, color-substraction
A/D converters: 4bit, 8bit, 16bit, 32bit, 64bit
Color converters: Color to RGBA, RGBA to color
Color analyzers I: Color to R, color to G, color to B, color to Alpha
Color analyzers II: Color to R to boolean, color to G to boolean, color to B to boolean, color to Alpha to boolean
Synthesizers: Sinus and cosinus, ON/OFF, OFF/ON

How a gate works (simplified):
1. A gray circle collides with an object (collision group A)
2. The circle reads information from this object (color, density, type,...)
3. The circle switches the collision group from A to B
4. The circle collides with a new object and does something..
5. The circle switches the collision group from B to A
1. ...
2. ...

Pros and cons:
+Thyme script is located in the circles only
+No extra custom variables are declared
+Analog signal frequency ~33.3Hz
+Digital signal frequency ~50Hz
+Less amount of geometries is necessary to build a circuit

-The devices are not so easy to understand
-The brush tool may not be suited for building conducting parts
-High latency for input devices, because of the low signal speed


Different BUS specifications:
Analog BUS System:
Name: 0/1-BUS
Bandwith: 1bit (RGBA color channel)
Array-form: [R, G, B, A]
Range: [0, 0, 0, 1] and [1, 1, 1, 1] (one bit per color)
Stepping: 1
Digital BUS Systems:
n = 4, 8, 16, 32, 64
Name: n-bit-BUS
Bandwith: n-bit (RGBA color channel)
Array-form: [R, G, B, A]
Range: [0..2 ^ (n / 4 - 1), 0..2 ^ (n / 4 - 1), 0..2 ^ (n / 4 - 1), 0..2 ^ (n / 4 - 1)] (n / 4 bit per channel)
Stepping: 1

PS: Set simulation speed to 0.01x to see the devices working step by step.

Image
Author: Otacon140.96
Title: [PCP] Collection of logic gates
File Size: 71.03 kB
Rating: Image
ImageImage
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Re: Algodoo Computer Collab [ACC]

Postby gradyfitz » Tue Sep 01, 2009 11:31 am

xplane80 wrote:Code:

sim.timeDelta
Type: Positive decimal value
Description: Time between two physics engine solvings (default is 0.01s). 0.01s means a processor frequency of 100Hz, 0.001s means 1kHz,...


Thought I'd just let you know, Sim.frequency is the actual code now :).

Code: Select all
Sim.frequency = 100

Would give 100Hz :), it's a much simpler system.
Mechanisms: 18 Mechanisms.
Thyme: Tutorial - Variables/Commands List.
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Re: Algodoo Computer Collab [ACC]

Postby xplane80 » Tue Sep 01, 2009 11:36 am

Thanks also, I see you spelt you name right this time! :mrgreen:
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Re: Algodoo Computer Collab [ACC]

Postby gradyfitz » Tue Sep 01, 2009 11:56 am

xplane80 wrote:Thanks also, I see you spelt you name right this time! :mrgreen:

Yes, it was a good opportunity :).

[Thyme][1.5.61]Thyme Command/Variables List if you need it :).

Also, if people want to use collisions, but complain about inaccuracies, you can use this:
Code: Select all
App.forceVertexPolygonDrawing = true


It uses triangles to render polygons, which I think gives you the accuracy of boxes and circles and things like that (I assume :)).
Mechanisms: 18 Mechanisms.
Thyme: Tutorial - Variables/Commands List.
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Re: Algodoo Computer Collab [ACC]

Postby xplane80 » Tue Sep 01, 2009 12:18 pm

Sounds good. So I think we could develop a light computer e.g. fibre optics, refraction calculations, scattered light.

First I think we should develop a calculator using light then make a computer.
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Re: Algodoo Computer Collab [ACC]

Postby Paradigm 29 » Tue Sep 01, 2009 5:33 pm

Why is this in the "Algodoo Phun Edition" section of the forum?
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Re: Algodoo Computer Collab [ACC]

Postby ZCW11728 » Tue Sep 01, 2009 5:39 pm

Paradigm 29 wrote:Why is this in the "Algodoo Phun Edition" section of the forum?

yeah, theres an algodoo collab section, you should get this moved.
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Re: Algodoo Computer Collab [ACC]

Postby Conundrumer » Tue Sep 01, 2009 5:57 pm

I'm not going to be part of this collab. A lot of the logic gates for the lasers I made can be simplified greatly by adding more thyme. You probably don't even need logic gates if you are towards making a functioning computer.

Also, you got analog and digital mixed up, if you didn't already know.
Last edited by Conundrumer on Tue Sep 01, 2009 6:07 pm, edited 1 time in total.
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Re: Algodoo Computer Collab [ACC]

Postby xplane80 » Tue Sep 01, 2009 6:07 pm

If you read the post, this is a copy and paste from the old forum.

Also I didn't see the Algodoo collab. I think this needs to be moved.
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Re: Algodoo Computer Collab [ACC]

Postby Sniperkasa » Sun Sep 13, 2009 4:42 pm

Ofcourse... If you want (wich you may not..) you could use my calculator :/
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Here.Calculator.sucks.nobody.commented...:(
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Re: Algodoo Computer Collab [ACC]

Postby davidz40 » Sun Sep 13, 2009 9:10 pm

Hello. There's a very simple programming language called Brainf*ck. It has only 8 instructions but it's turing complete (so theoretically anything can be written in it). I think that a computer able to run it could be super cool. :thumbup:
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Re: Algodoo Computer Collab [ACC]

Postby Bronie12345 » Tue Sep 15, 2009 7:32 am

count me in, boss...

im already working on one, that works pretty fine

what does it do yet:
having a keyboard that bands all laser stuff to one optical wire
so the keyboard can be outside of the computer
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Re: Algodoo Computer Collab [ACC]

Postby cdh473 » Tue Sep 15, 2009 5:44 pm

Wait, does that language, "Brainf*ck," resemble assembly in any way?
I would like to get ASM implemented into these computers :D it would be really cool!
Please excuse my posts. I am extremely stupid.
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Re: Algodoo Computer Collab [ACC]

Postby Conundrumer » Tue Sep 15, 2009 11:57 pm

davidz40 wrote:Hello. There's a very simple programming language called Brainf*ck. It has only 8 instructions but it's turing complete (so theoretically anything can be written in it). I think that a computer able to run it could be super cool. :thumbup:

It would be cool, and even though it's really simple, it's not practical. What would really be impressive is a simple, but effective programming language.
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Re: Algodoo Computer Collab [ACC]

Postby davidz40 » Wed Sep 16, 2009 11:49 am

I think that brainf*ck is very practical. Programs doing all arithmetic operations, sorting things, printing fibonacci numbers and writing various texts can be written easily with it. (just search for brainf*ck in wikipedia) Phun computer would never be fast enough to implement more sophisticated programs such as games in it, so IMO brainf*ck is perfect language for it. Alternatively, there can be more than one layer. Brainf*ck would be the "machine code" of the comp, since it's much simplier than assembler, and some translating part could create brainf*ck commands out of some other programming language. There's even c++ to brainf*ck translator somewhere in the web.
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Re: Algodoo Computer Collab [ACC]

Postby Bronie12345 » Tue Sep 22, 2009 9:16 pm

don't worry
my comp will be ready soon and bring this collab alive again :P
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Re: Algodoo Computer Collab [ACC]

Postby phunaddict » Mon Oct 05, 2009 9:16 pm

so is it now a algodoo PC?
:thumbdown:
or is it still PHUN? :thumbup:
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Re: Algodoo Computer Collab [ACC]

Postby Conundrumer » Mon Oct 05, 2009 10:56 pm

phunaddict wrote:so is it now a algodoo PC?
:thumbdown:
or is it still PHUN? :thumbup:

It's dead, for now.
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Re: Algodoo Computer Collab [ACC]

Postby algadoodle123 » Tue Oct 06, 2009 1:35 pm

I got my copy of phun a few days before they froze the forums

please start back up the PHUN computer, not algodoo
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Re: Algodoo Computer Collab [ACC]

Postby Bronie12345 » Tue Oct 06, 2009 8:34 pm

srry for that, but it will be algodoo only (for the speed of laser data transfer)
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Re: Algodoo Computer Collab [ACC]

Postby algadoodle123 » Tue Oct 06, 2009 8:42 pm

ok :(
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Re: Algodoo Computer Collab [ACC]

Postby electronicboy » Wed Oct 07, 2009 2:42 pm

just download the demo!
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Re: Algodoo Computer Collab [ACC]

Postby algadoodle123 » Wed Oct 07, 2009 4:00 pm

ok... what is different from the demo and the real algodoo
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Re: Algodoo Computer Collab [ACC]

Postby immibis » Wed Oct 07, 2009 9:56 pm

The difference between the demo and the full version is that the demo has a time limit of 15 hours total play time and you can't save scenes with more than 100 objects.
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Re: Algodoo Computer Collab [ACC]

Postby algadoodle123 » Thu Oct 08, 2009 2:40 pm

could yo re-download it for more play?
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