Making geomID accessible to Thyme scripts

Suggest changes and improvements to Algodoo.

Making geomID accessible to Thyme scripts

Postby macunixgeek » Mon Sep 07, 2009 6:33 pm

I think the geomID of objects should be accessible from onCollide as a read-only property. This should also work in onLaserHit. It shouldn't be too hard to implement, as the geomID is already stored.
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Re: Making geomID accessible to Thyme scripts

Postby Torpedo » Thu Sep 10, 2009 10:46 am

I agree with this idea, it would really improve the potential of certain scripts.
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Re: Making geomID accessible to Thyme scripts

Postby D boy » Sun Sep 27, 2009 10:46 am

Being able to access a objects ID will enable a lot more interactivity. As long as the objects ID can be used to access and change all/most objects properties.

Anyway, Allowing objects ID's to be accessible to script would basically change Algodoo from a 'physics sandbox educational toy' to a 'games engine with excellent physics'.

I think this is the main point here!, What do Algodoo users want long term?.....

Personally I think the more aspects of Algodoo that are exposed to script the better, I would love to see Algodoo's development move in the direction of a 2d game engine...but that is just me.
I am sure the Phundamentalists would like to keep it as a pure physics sandbox.

I believe Algodoo is going through an identity crisis at the moment.... The more you expose to script the more it becomes a game engine!

So people what do you want?
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Re: Making geomID accessible to Thyme scripts

Postby gradyfitz » Sun Sep 27, 2009 12:36 pm

D boy wrote:Being able to access a objects ID will enable a lot more interactivity. As long as the objects ID can be used to access and change all/most objects properties.

It is already accessible using New Method, I don't think changing geomID and entityID and the like is necessary, I think that access to these values may add realism in specific situations (for things like spawning springs to model when two things that gain strength pulling them together as they remain together for longer).

D boy wrote:Anyway, Allowing objects ID's to be accessible to script would basically change Algodoo from a 'physics sandbox educational toy' to a 'games engine with excellent physics'.

I think that Algodoo has always been an excellent physics sandbox and excellent game engine with excellent physics, as well as an easy scripting sandbox, as well as a showcase of amazing creations.

D boy wrote:I think this is the main point here!, What do Algodoo users want long term?.....

Personally I think the more aspects of Algodoo that are exposed to script the better, I would love to see Algodoo's development move in the direction of a 2d game engine...but that is just me.
I am sure the Phundamentalists would like to keep it as a pure physics sandbox.

I think that at the current level of script exposure, it is quite good, I have access to everything I need to make any scripting I want :thumbup: . I also enjoy making my pure mechanics and my "thymechanics". I don't mind which way it goes, either way, I should be able to use it :D .

D boy wrote:I believe Algodoo is going through an identity crisis at the moment.... The more you expose to script the more it becomes a game engine!

So people what do you want?

I think that scripting just expands the possibilities, making it more of a sandbox, at the moment, it doesn't force you to use mechanics, and it certainly doesn't force you to use thyme. I think it's much less of an identity crisis, and more of a lean towards sandbox, if you want to make realistic aerodynamic drag, you could build a scripted system that allows you to do that, or, build a system that uses mechanical systems that simulates the same thing. Bringing more scripting into this helps those without powerful systems (computer systems) to be able to create the extremely massive scenes they want to build, but take up too many resources using fully pure mechanics. I'm pretty sure Phundamentalists still agree that thyme optimisation for extremely complex systems is a good movement (provided that the person can show that they can build what they've built in thyme in mechanics). I think if Algodoo ever gets to a point where the average computer can handle 500 million geometries on an average computer at 100% realtime at default settings, scripting optimisation will be much less required, and may only be required where a system is expected to run with a lot of ammunition, or the number of collision menus required exceeds those available or extra accuracy is required that mechanical systems can't provide. In conclusion, eventually, I don't think scripting will be needed for the majority of situations, but I don't think it will still be needed a bit, mainly for non-built-in simulation methods and things with an extremely high accuracy requirement, and knowing Algoryx, chances are, higher accuracy methods and extreme numbers of entities simulations are going to be added within a few years.

With the power of reasonably priced graphics cards today ($695 AUD is reasonably priced :D), it seems very likely that in a few years, graphics cards wont have any trouble calculating billions of objects at perfect accuracy in real-time :thumbup: (especially if you've seen how far graphics cards and CPUs have come in 4 years).
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