breakable fixjoints
11 posts • Page 1 of 1
breakable fixjoints
Hello, i really want breakable fixjoints to be added because its not so easy to make two boxes hold togethor with few hinges. Fixjoint menu should look like hinge menu but only with Ns scale.
Hope you support my suggestion.
Hope you support my suggestion.
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jedi - Posts: 92
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Re: breakable fixjoints
wow people in these forums more active than were in phun forums, only 3 minutes have passed! 
and i hope more people will like it my idea.
and i hope more people will like it my idea.
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jedi - Posts: 92
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- Location: Lithuania
Re: breakable fixjoints
you realize that your suggestion is impossible with the way fix joints are programmed. when two objects are fixated together, they become, essentially one object. this ensures that they move together instead of behaving the way hinges do now. of course there is no way to detect stresses within objects programmed into algodoo. for your suggestion to be implemented, algodoo would have to be re-programed to keep fixated objects two separate objects and simulate them simultaneously. (a bit of lag there) if you were to fixate only 5 objects, you see even more lag. if you were to make a tower or bridge of car, then the lag would be ridicules and not even worth it. if they were simulated simultaneously, though, then there would be no way to detect impulse strength at the fixate, you would have to detect collision strength at an object and then make that strength apply to all of the fixates attached to that object (very unrealistic). so, I'm sorry to say that in the near (and maybe far) future, your suggestion will not be implemented.
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izacque - Posts: 483
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Re: breakable fixjoints
Plus, it's been suggested before. A lot.
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RicH - [Funniest Person 2010]
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Re: breakable fixjoints
RicH wrote:Plus, it's been suggested before. A lot.
Well lets say i revived this idea....
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jedi - Posts: 92
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- Location: Lithuania
Re: breakable fixjoints
Izacque speaks the truth.
The deeper mechanics of the fixjoint show that the point of a fixjoint is to be perfectly inflexible and never give or bend a smidgen. If you want a bit of flexibility, use hinges. And without any flexibility, a breaking point gets kinda impossible to calculate realistically.
The deeper mechanics of the fixjoint show that the point of a fixjoint is to be perfectly inflexible and never give or bend a smidgen. If you want a bit of flexibility, use hinges. And without any flexibility, a breaking point gets kinda impossible to calculate realistically.
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Frank - [Best Tutorial Maker 2010]
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Re: breakable fixjoints
Is there a way to make a hinge not "stretch" when it's attached to an object with low density?
- mitbrown
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- Joined: Sun Jan 31, 2010 11:08 pm
Re: breakable fixjoints
I know there used to be a tutorial about it on the "Old forums" but i dont know if its still there... and usually low density objects are hard to make not stretch.. well atleast in phun it was.
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Rhett97 - Posts: 522
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Re: breakable fixjoints
izacque wrote:you realize that your suggestion is impossible with the way fix joints are programmed. when two objects are fixated together, they become, essentially one object. this ensures that they move together instead of behaving the way hinges do now. of course there is no way to detect stresses within objects programmed into algodoo. for your suggestion to be implemented, algodoo would have to be re-programed to keep fixated objects two separate objects and simulate them simultaneously. (a bit of lag there) if you were to fixate only 5 objects, you see even more lag. if you were to make a tower or bridge of car, then the lag would be ridicules and not even worth it. if they were simulated simultaneously, though, then there would be no way to detect impulse strength at the fixate, you would have to detect collision strength at an object and then make that strength apply to all of the fixates attached to that object (very unrealistic). so, I'm sorry to say that in the near (and maybe far) future, your suggestion will not be implemented.
They become the same object for velocities, but collisions on the other hand.
^^^^^^^^
That's what i would assume
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kilebantick - Posts: 1267
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