Electricity

Suggest changes and improvements to Algodoo.

Electricity

Postby xkill_joyx » Mon Apr 19, 2010 9:23 am

Hello,
I think electricity would be a great feature to use in Algodoo. I was just pondering on the multiple ways it could be used. For example: Taking magnets and making a motor. Then by using the steel material you could make a wire like a chain and power a light making a electric circuit. I just think it would open the door for more possibilities with this great program.

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Re: Electricity

Postby davidz40 » Mon Apr 19, 2010 4:36 pm

100% proper simulation of electricity is possible but very complex, and there are programs better suited for such tasks.
And it was proposed many times yet.
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Re: Electricity

Postby xkill_joyx » Tue Apr 20, 2010 5:55 pm

davidz40 wrote:100% proper simulation of electricity is possible but very complex, and there are programs better suited for such tasks.
And it was proposed many times yet.


There are electric circuit sims out there but nothing that I found has where the circuit can be used for another purpose. Perhaps Gmod, ut I guess this thread is dead since others have suggested this idea and it hasn't been incorporated. :cry:
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Re: Electricity

Postby RicH » Tue Apr 20, 2010 6:02 pm

You can simulate it with Thyme. I see that what you're suggesting is just a system, not exactly the simulation of electricity.
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Re: Electricity

Postby xkill_joyx » Wed Apr 21, 2010 5:13 am

Well when theres hope theres a way. I'm talking about scripting on a developer level that could change of what's already in to game to make it simulate electric properties. :wtf:
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Re: Electricity

Postby RicH » Wed Apr 21, 2010 5:31 am

The way you described it didn't sound like it.
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Re: Electricity

Postby Mr_Stabby » Wed Apr 21, 2010 8:30 am

what would be cooler is liek "power" system in general, for example add a checkbox to rectangles that would turn them into a power cell by giving them bandwidth, capacity and charge level values and drawing a battery with power bars on it. Then add a new tool that draws circuitry on existing polygons with few basic thingys like switches and transistors and then make motors/lasers optionally require and use up/produce power.
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Re: Electricity

Postby RicH » Wed Apr 21, 2010 9:06 am

Most of what you've said has probably been done via some Thyme. There have been a lot of scenes utilizing thyme for power cells and the like. A mere feature that mimics electricity to an extent doesn't seem to fit Algodoo, being a physics simulator and all.
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Re: Electricity

Postby Mr_Stabby » Wed Apr 21, 2010 3:06 pm

RicH wrote:Most of what you've said has probably been done via some Thyme.

no. since you cant measure the angular force applied by or to a hinge in thyme how would you imagine doing that?
RicH wrote:A mere feature that mimics electricity to an extent doesn't seem to fit Algodoo, being a physics simulator and all.


huh? physics: The science of matter and energy and of interactions between the two. It is based on mathematics and traditionally includes mechanics, optics, electricity and magnetism, acoustics, and heat.
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Re: Electricity

Postby davidz40 » Wed Apr 21, 2010 4:02 pm

He wanted to say that algodoo, being relatively proper physics simulation, will not use some weird thing that merely looks like electricity in some situations.
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Re: Electricity

Postby RicH » Thu Apr 22, 2010 3:00 am

Mr_Stabby wrote:
RicH wrote:Most of what you've said has probably been done via some Thyme.

no. since you cant measure the angular force applied by or to a hinge in thyme how would you imagine doing that

I was referring to your suggestions about power cells. I don't even know what you're talking about.

Mr_Stabby wrote:
RicH wrote:A mere feature that mimics electricity to an extent doesn't seem to fit Algodoo, being a physics simulator and all.


huh? physics: The science of matter and energy and of interactions between the two. It is based on mathematics and traditionally includes mechanics, optics, electricity and magnetism, acoustics, and heat.

Please read my reply again. I said what you're suggesting only mimics electricity. Also:
davidz40 wrote:He wanted to say that algodoo, being relatively proper physics simulation, will not use some weird thing that merely looks like electricity in some situations.
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Re: Electricity

Postby Mr_Stabby » Thu Apr 22, 2010 4:40 am

RicH wrote:I was referring to your suggestions about power cells. I don't even know what you're talking about.

i said they should implement a system that consists of power cell and hinge/laser interaction with circuitry in between, you said its been done in thyme so wtf r u talking about? if there is no way to accurately apply the power described by thyme then whats the point of having it

Mr_Stabby wrote:
RicH wrote:A mere feature that mimics electricity to an extent doesn't seem to fit Algodoo, being a physics simulator and all.

Please read my reply again. I said what you're suggesting only mimics electricity. Also:
davidz40 wrote:He wanted to say that algodoo, being relatively proper physics simulation, will not use some weird thing that merely looks like electricity in some situations.

so how about the weird things called water, attraction, springs, hinges and collisions that merely look like real physics in some situations? none of them are accurate, most of them dont even use the same mechanics as real physics so again - huh?
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Re: Electricity

Postby RicH » Thu Apr 22, 2010 4:52 am

The way you're suggesting electricity is kind of straight forward. I believe there are equations that aid in the realistic simulation of water, attraction, springs, hinges, and collisions in Algodoo. It looks to me like what you're suggesting is something like these links:
http://www.algodoo.com/algobox/details.php?id=34471
http://www.algodoo.com/algobox/details.php?id=36801
viewtopic.php?f=19&t=1192
They mimic electricity.
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Re: Electricity

Postby Mr_Stabby » Thu Apr 22, 2010 3:50 pm

aside from having "power" written on them, these have nothing to do with what i suggested. And no the equations algodoo uses for forementioned things are nowhere near realistic (relatively speaking) - there are no hinges irl, gravity/electromagnetism isnt generated merely from a single point described by the mass center of an object, water has viscosity and surface tension, springy systems dont generate energy and most importantly there is no time frequency irl thus collisions dont go unnoticed until the next frame. Im not saying this coz i think ill of algodoo, it has to cut corners to be able to perform with the current hardware, what i am saying tho is the system i described wouldnt be any more superficial then the other systems in algodoo.

also it would make sense, ignore the physics sim label for a moment and look at what it really is - a digital constructor set, like the ones you buy from a toy store or get to fiddle with in science class. Now constructor sets come with a variety of components: basic building blocks - check, springs - check, gears and wheels - check, light bulbs - sorta check(lasers?), engines - check, switches - sorta check(key binds), wires/schematics/power supply - missing. it is not enough to have a box with "power" written on it because even if you could get around the super buggy scriptvar system along with uncompiled[read slow] equations it would be a project by itself, not just another tool (imagine having to script a spring each time you want to make one)
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Re: Electricity

Postby RicH » Thu Apr 22, 2010 5:06 pm

Mr_Stabby wrote:aside from having "power" written on them, these have nothing to do with what i suggested.
How so?
And no the equations algodoo uses for forementioned things are nowhere near realistic (relatively speaking)
So you're basically discrediting Algodoo as an accurate physics simulator?
there are no hinges irl,
Are you even serious?
gravity/electromagnetism isnt generated merely from a single point described by the mass center of an object, water has viscosity and surface tension, springy systems dont generate energy and most importantly there is no time frequency irl thus collisions dont go unnoticed until the next frame.
Are you even serious?
Im not saying this coz i think ill of algodoo, it has to cut corners to be able to perform with the current hardware, what i am saying tho is the system i described wouldnt be any more superficial then the other systems in algodoo.
Mr_Stabby wrote:what would be cooler is liek "power" system in general, for example add a checkbox to rectangles that would turn them into a power cell by giving them bandwidth, capacity and charge level values and drawing a battery with power bars on it. Then add a new tool that draws circuitry on existing polygons with few basic thingys like switches and transistors and then make motors/lasers optionally require and use up/produce power.

Mr_Stabby wrote:i said they should implement a system that consists of power cell and hinge/laser interaction with circuitry in between

Algodoo uses probably uses equations to realistically simulate physics. Your suggestions all sound superficial to me.
also it would make sense, ignore the physics sim label for a moment and look at what it really is - a digital constructor set, like the ones you buy from a toy store or get to fiddle with in science class. Now constructor sets come with a variety of components: basic building blocks - check, springs - check, gears and wheels - check, light bulbs - sorta check(lasers?), engines - check, switches - sorta check(key binds), wires/schematics/power supply - missing. it is not enough to have a box with "power" written on it because even if you could get around the super buggy scriptvar system along with uncompiled[read slow] equations it would be a project by itself, not just another tool (imagine having to script a spring each time you want to make one)
Almost forgot, don't rely on Thyme alone if you think it's buggy and slow, there's a bit of mechanics in there too. All of what you've said is possible if I understood correctly. Light bulbs have been made using lasers, they're very pretty actually :thumbup:. Even power supplies and a form of circuitry. Although I do see the point of standardizing it all for mere convenience, I still think it doesn't fit in with Algodoo though.
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Re: Electricity

Postby davidz40 » Thu Apr 22, 2010 7:27 pm

Rating: rated 5.5
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That power cell is relatively close to real one.
Electric current can be simulated with beam intensity, resistors being a half-opaque blocks.
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Re: Electricity

Postby Mr_Stabby » Fri Apr 23, 2010 3:27 am

RicH wrote:How so?
So you're basically discrediting Algodoo as an accurate physics simulator?
Are you even serious?
Are you even serious?

you did go to highschool yes? prolly not
RicH wrote:Algodoo uses probably uses equations to realistically simulate physics. Your suggestions all sound superficial to me.Almost forgot, don't rely on Thyme alone if you think it's buggy and slow, there's a bit of mechanics in there too. All of what you've said is possible if I understood correctly. Light bulbs have been made using lasers, they're very pretty actually :thumbup:. Even power supplies and a form of circuitry. Although I do see the point of standardizing it all for mere convenience, I still think it doesn't fit in with Algodoo though.

u have been trying to make the same point throughout the thread which is "no u", ur efforts have been noted
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Re: Electricity

Postby RicH » Fri Apr 23, 2010 3:42 am

I am currently going to high school. I don't even know why that matters. You still haven't answered my questions so..

There are no hinges in real life? Ha ha. No time frequency in real life? Duh, Captain Obvious. But hey, you can increase the time frequency in Algodoo as long as you're computer can handle it, which means you can prevent things from skipping collisions.

And me providing the same point throughout the thread? Well, of course. Why would I change my opinion? I'm merely replying in a way to prove my point.
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Re: Electricity

Postby Mr_Stabby » Fri Apr 23, 2010 11:18 am

RicH wrote:You still haven't answered my questions so..

what questions, u mean the "oh whaa!" "no wai!"?
RicH wrote: I'm merely replying in a way to prove my point.

which would be fine except u dont have one, formulate something with content and we'll discuss it
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Re: Electricity

Postby RicH » Fri Apr 23, 2010 2:22 pm

These:
How so?
So you're basically discrediting Algodoo as an accurate physics simulator?

And my point?
You're suggestion can be achieved by thyme and a little bit of mechanics. I've been saying that over and over again. You even acknowledged it.

Now was that so hard?
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Re: Electricity

Postby Mr_Stabby » Sat Apr 24, 2010 4:07 am

RicH wrote:These:
How so?
So you're basically discrediting Algodoo as an accurate physics simulator?

in order to spend or create current with a motor as described you need to know the resistance which varies with terrain and while you could calculate it by knowing other energy characteristics of the motor in relation to the angular momentum it produces there is no way to read any of these variables with thyme and yes as far as realtime sims go its gr8 but definitely not accurate relative to more sophisticated sim systems

RicH wrote:And my point?
You're suggestion can be achieved by thyme and a little bit of mechanics. I've been saying that over and over again. You even acknowledged it.

my suggestion most definitely cant be achieved by thime as ive been saying over and over - the main application of current is transforming it into kinetic energy and if you cant measure that you just cant do it period. what you could do is what the current scenes are about - "assuming" energy consumption which doesent even try to match reality.

RicH wrote:Now was that so hard?

what i keep wondering is whether they kicked you out of school or are just really thick, what i just explained is 6th grade physics class material and obvious to anybody who attended or atleast has some amount of common sense
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Re: Electricity

Postby RicH » Sat Apr 24, 2010 4:25 am

Mr_Stabby wrote:
RicH wrote:These:
How so?
So you're basically discrediting Algodoo as an accurate physics simulator?

in order to spend or create current with a motor as described you need to know the resistance which varies with terrain and while you could calculate it by knowing other energy characteristics of the motor in relation to the angular momentum it produces there is no way to read any of these variables with thyme and yes as far as realtime sims go its gr8 but definitely not accurate relative to more sophisticated sim systems

RicH wrote:And my point?
You're suggestion can be achieved by thyme and a little bit of mechanics. I've been saying that over and over again. You even acknowledged it.

my suggestion most definitely cant be achieved by thime as ive been saying over and over - the main application of current is transforming it into kinetic energy and if you cant measure that you just cant do it period. what you could do is what the current scenes are about - "assuming" energy consumption which doesent even try to match reality.

RicH wrote:Now was that so hard?

what i keep wondering is whether they kicked you out of school or are just really thick, what i just explained is 6th grade physics class material and obvious to anybody who attended or atleast has some amount of common sense

1. That seems highly different to your first suggestion. It seems even more different from the suggestion in this topic.
2. ^
3. We live in different countries, and therefore undergo through different educational systems. Although I have studied that, I was always judging my posts from your first suggestion. And as I've said before, this suggestion of yours has drastically changed throughout the thread.
From this: (highly superficial)
Mr_Stabby wrote:what would be cooler is liek "power" system in general, for example add a checkbox to rectangles that would turn them into a power cell by giving them bandwidth, capacity and charge level values and drawing a battery with power bars on it. Then add a new tool that draws circuitry on existing polygons with few basic thingys like switches and transistors and then make motors/lasers optionally require and use up/produce power.

to this:
Mr_Stabby wrote:in order to spend or create current with a motor as described you need to know the resistance which varies with terrain and while you could calculate it by knowing other energy characteristics of the motor in relation to the angular momentum it produces
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Re: Electricity

Postby Mr_Stabby » Sat Apr 24, 2010 5:21 pm

in order to spend or create current with a motor as described you need to know the resistance which varies with terrain and while you could calculate it by knowing other energy characteristics of the motor in relation to the angular momentum it produces

this was a reply to how you would approach it via thyme, however by having the luxury of accessing the preexisting data algodoo generates you only need to add 1 extra simple equation that defines the bandwidth of the engine which is why i also mentioned it while making the suggestion
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Re: Electricity

Postby RicH » Sat Apr 24, 2010 6:51 pm

You're basically saying it's easier if your suggestion was implemented in the first place. Good enough. I however still believe that current Thyme functions can simulate these to an extent(non-realistically).
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