2 big bugs

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2 big bugs

Postby Asolpdrag » Sun Dec 20, 2009 12:47 am

I am posting this because I hate these bugs, and please, remove them from algodoo:
1.-Sometimes objects with a high density start occuping other object space, so both start moving and make other objects move and what you have done is destroyed, and I think the objects cannot occupie others space at the same time unless you move it in pause over another object, and when this happens objects stay toghether and continue moving, but it must separate asa quickly as posible.
2.-Objects are not exactly as you make them, they are always deformed.
I really prefer phun (not algodoo version), to this.
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Re: 2 big bugs

Postby RicH » Sun Dec 20, 2009 2:28 am

1. Happens with Phun also. It's a common bug in physics engines.
2. What? Can you please explain further?
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Re: 2 big bugs

Postby KarateBrot » Sun Dec 20, 2009 3:30 am

maybe he's talking about soft bodies
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Re: 2 big bugs

Postby izacque » Sun Dec 20, 2009 4:17 am

or maybe he's complaining about the round corners of polygons
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Re: 2 big bugs

Postby RicH » Sun Dec 20, 2009 4:37 am

Then both of the 'bugs' he stated exist on both versions, so I don't see why he's complaining about Phun being better than Algodoo.
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Re: 2 big bugs

Postby gradyfitz » Sun Dec 20, 2009 2:56 pm

Asolpdrag wrote:I am posting this because I hate these bugs, and please, remove them from algodoo:
1.-Sometimes objects with a high density start occuping other object space, so both start moving and make other objects move and what you have done is destroyed, and I think the objects cannot occupie others space at the same time unless you move it in pause over another object, and when this happens objects stay toghether and continue moving, but it must separate asa quickly as posible.
2.-Objects are not exactly as you make them, they are always deformed.
I really prefer phun (not algodoo version), to this.

1- Fix by modifying Sim.solveDistFactor (tweak slightly until you get the desired amount, put it too high, and you'll have anything touching anything possibly jumping away at very high speeds).
2- Fix by putting App.forceVertexPolygonDrawing = true into the console.

Something you have to keep in mind about Phun compared to Algodoo is that Phun has just as many deformities, all the things you listed are not necessarily bugs, but compromises, if you happen to have an extremely good computer, you can easily switch on App.forceVertexPolygonDrawing, combined with a few other settings, combined with extremely high frequency, what you will end up with, is a simulation that is free or close to free from all the problems you describe, the problem with this is that you then have a system that you must get anyone wanting to run your things to run as well, as thyme became much more normal around the community, you see far less people ignoring instructions on what to do and being too lazy to do anything required to run things correctly, but there are still people who would much prefer not having to do anything than to change 4 or so values.

Hopefully this has helped, they aren't really bugs, just slightly cpu intensive tasks switched off and modified in favour of being able to run massive scale scenes without much trouble, which will result in some behaviour you may not like :).
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