Pre-calculating
13 posts • Page 1 of 1
Pre-calculating
I hope it's OK for me to post here with my first post. I was hoping I could post a scene instead, but basically... well, you'll see.
Basically, I like making rockets, and dislike using Thyme. So I make burst rockets. And whenever I try to create larger rockets, the sheer amount of fuel created causes Phun (I can't afford Algodoo) to suck up 50% of my CPU. So basically, my rocket moves about a pixel per minute.
Now I realize that the guy who makes this game isn't magical, and that most games would break down crying with half those calculations, so I know that not much can be done on that side. However, what if there was an option for Phun to do the collision calculations in advance? I don't know if it's possible, but basically I could hit a button next to play, and it would turn off the graphics (to make things go a bit faster) and do all the calculations for the collisions, then rewind and play it all with everything predetermined when I got back. Obviously you wouldn't be able to edit the scene when it's playing the recorded calculations, but it would still be useful for rockets, Rube Goldberg machines, stuff with lots of water, basically anything that doesn't require any user input beyond pushing play.
Now I don't know if Algodoo has a significant advantage over Phun in lag issues, or if Emil will even update Phun anymore, but I (and probably some other people) would love this kind of feature, hopefully in Phun as well for people like me.
EDIT: I read a bit down and I guess this has already been suggested before, albeit a little differently.
Basically, I like making rockets, and dislike using Thyme. So I make burst rockets. And whenever I try to create larger rockets, the sheer amount of fuel created causes Phun (I can't afford Algodoo) to suck up 50% of my CPU. So basically, my rocket moves about a pixel per minute.
Now I realize that the guy who makes this game isn't magical, and that most games would break down crying with half those calculations, so I know that not much can be done on that side. However, what if there was an option for Phun to do the collision calculations in advance? I don't know if it's possible, but basically I could hit a button next to play, and it would turn off the graphics (to make things go a bit faster) and do all the calculations for the collisions, then rewind and play it all with everything predetermined when I got back. Obviously you wouldn't be able to edit the scene when it's playing the recorded calculations, but it would still be useful for rockets, Rube Goldberg machines, stuff with lots of water, basically anything that doesn't require any user input beyond pushing play.
Now I don't know if Algodoo has a significant advantage over Phun in lag issues, or if Emil will even update Phun anymore, but I (and probably some other people) would love this kind of feature, hopefully in Phun as well for people like me.
EDIT: I read a bit down and I guess this has already been suggested before, albeit a little differently.
- Rotten
- Posts: 2
- Joined: Sat Apr 10, 2010 7:23 pm
Re: Pre-calculating
I don't really think this would work very well, due to the randomness Phun and Algodoo have, but I would love to see something like this implemented in the future. 
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
- Posts: 4457
- Joined: Mon Aug 31, 2009 6:00 pm
- Location: Californania
Re: Pre-calculating
Very good idea! I think it was suggested before in the form of replay saving. It could be really cool to replay scenes at 100% realtime, save the replays in phun, and maybe export the replay to some video file... 
Phundamentalist
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davidz40 - Posts: 438
- Joined: Sun Sep 06, 2009 10:30 am
Re: Pre-calculating
Been suggested before, but good idea!
*support*
*support*

I don't suffer from insanity. I enjoy every minute of it.
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Rrobba - [Best Sig 2010]
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- Location: Gibraltar
Re: Pre-calculating
You mean like to render the scene, like in blender?
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chaff - Posts: 71
- Joined: Tue Sep 01, 2009 2:00 am
Re: Pre-calculating
Exactly
But it kind of complealty takes off the Real Time 2D Physics Simulator."
But it kind of complealty takes off the Real Time 2D Physics Simulator."
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Mystery - Posts: 2802
- Joined: Thu Sep 03, 2009 1:16 pm
- Location: Southern Australia
Re: Pre-calculating
chaff wrote:You mean like to render the scene, like in blender?
sounds more like texture baking or anything similar. rendering is more like the final movie file i would say.

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KarateBrot - Posts: 825
- Joined: Mon Aug 31, 2009 7:32 pm
- Location: Germany
Re: Pre-calculating
physics baking in this case
I believe blender has that by default btw.. If you create some insane physics-animated thing, and then play it within the viewport, it will be slow the first time, but after that it will be smooth. I believe that's true? Haven't worked with Blender for some time.
I believe blender has that by default btw.. If you create some insane physics-animated thing, and then play it within the viewport, it will be slow the first time, but after that it will be smooth. I believe that's true? Haven't worked with Blender for some time.
Link: "Surely somebody hates Walter Cronkite.."
Sonic: "Probably.. But somebody hates everyone."

Sonic: "Probably.. But somebody hates everyone."
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link0007 - Posts: 408
- Joined: Thu Jun 11, 2009 2:45 pm
Re: Pre-calculating
I did this in OE Cake and Fraps
- 4000a
- Posts: 12
- Joined: Mon Sep 21, 2009 12:40 pm
Re: Pre-calculating
link0007 wrote:it will be slow the first time, but after that it will be smooth. I believe that's true? Haven't worked with Blender for some time.
yes that's true. a physics simulation will be calculated and after converting the movement the position of each object that's involved will be saved for every frame. (at least that's the case for "reactor" in "3ds max")
disadvantage: if you move something it will just look offset

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KarateBrot - Posts: 825
- Joined: Mon Aug 31, 2009 7:32 pm
- Location: Germany
Re: Pre-calculating
If you want to make a video you should try this: viewtopic.php?f=14&t=351
Registered: 2008-10-16


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Ivanlul - Posts: 763
- Joined: Mon Aug 31, 2009 11:19 pm
- Location: US
Re: Pre-calculating
this similar idea has been suggested before but it wouldnt work because of theslight randomness in algodoo
basically, you will never get two runs of a scene exactly the same, try it out and make a scene and run it twice and it will be slightly different every time
basically, you will never get two runs of a scene exactly the same, try it out and make a scene and run it twice and it will be slightly different every time
- fox11trot
- Posts: 62
- Joined: Tue Sep 01, 2009 7:25 am
Re: Pre-calculating
Unless when saving replay, algodoo could simply save positions and states of all objects in every frame. That could make big file sizes (but still way less than video I think), but will be easy to play at 100% realtime.
Phundamentalist
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davidz40 - Posts: 438
- Joined: Sun Sep 06, 2009 10:30 am
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