Simulations behaves differently at *10 speed

If you have problems installing or running Algodoo, have found a bug or need in-game help - this is it!

Simulations behaves differently at *10 speed

Postby niffirg1 » Sat Oct 10, 2009 6:52 am

Basically what the title said when i run a scene at *10 speed things Flip out and go wrong but at normal spped they are all good
User avatar
niffirg1
 
Posts: 376
Joined: Mon Aug 31, 2009 10:31 pm
Location: The Great American South!

Re: Simulations behaves differently at *10 speed

Postby Fujitsu » Sat Oct 10, 2009 6:54 am

niffirg1 wrote:Basically what the title said when i run a scene at *10 speed things Flip out and go wrong but at normal spped they are all good


This is because you are making things happen ten times as fast, but your computer is unable to calculate the collisions/scripts fast enough in order to maintain stability.
Image
Gimmie money.
User avatar
Fujitsu
 
Posts: 328
Joined: Tue Sep 01, 2009 12:28 am
Location: Canada

Re: Simulations behaves differently at *10 speed

Postby thebeech » Sat Oct 10, 2009 10:32 am

no it happens because it is still scanning for collisions at Hz per second(real time second) if you want it to work at these speeds then you need to open the console with the button next to the 1 key, then type sim.frequency = 1000 because it is running at 10 times speed so it needs 10 times the number of collision checks per second :)
Image
thebeech
 
Posts: 241
Joined: Mon Aug 31, 2009 8:32 pm
Location: Your Hardrive

Re: Simulations behaves differently at *10 speed

Postby RA2lover » Sat Oct 10, 2009 7:52 pm

that won't change stuff with lasers - laser pens update at your monitor's refresh rate... which doesn't change when you change sim frequency or speed.
Jrv wrote:
TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.


GTFO newfgt
User avatar
RA2lover
 
Posts: 607
Joined: Mon Aug 31, 2009 8:43 pm
Location: Brazil

Re: Simulations behaves differently at *10 speed

Postby Fujitsu » Sun Oct 11, 2009 1:43 am

thebeech wrote:no it happens because it is still scanning for collisions at Hz per second(real time second) if you want it to work at these speeds then you need to open the console with the button next to the 1 key, then type sim.frequency = 1000 because it is running at 10 times speed so it needs 10 times the number of collision checks per second :)


That's pretty much what I said.
Image
Gimmie money.
User avatar
Fujitsu
 
Posts: 328
Joined: Tue Sep 01, 2009 12:28 am
Location: Canada

Re: Simulations behaves differently at *10 speed

Postby Conundrumer » Sun Oct 11, 2009 2:09 am

Fujitsu wrote:
thebeech wrote:no it happens because it is still scanning for collisions at Hz per second(real time second) if you want it to work at these speeds then you need to open the console with the button next to the 1 key, then type sim.frequency = 1000 because it is running at 10 times speed so it needs 10 times the number of collision checks per second :)


That's pretty much what I said.

his explanation is more thorough, though
User avatar
Conundrumer
 
Posts: 344
Joined: Mon Aug 31, 2009 5:55 pm
Location: NYC

Re: Simulations behaves differently at *10 speed

Postby Dakta » Tue Oct 13, 2009 9:13 pm

Because this gives the computer more time to calculate each frame more accurately. This is approximation based physics, so more time = more accuracy = better simulation.
.. ,__,_____
. / __.==--" - - - - - - - - ""
./#(-'
.`-' From http://www.ascii-art.de/. Modded by me to work in Arial. Image
a Mammoth wrote:be boring and interesting.

Mystery wrote:If you were jailbreaker you shouldn't have when't up the 3.1.3
I didn't know you could go up 3.1.3! Thanks Mystery person!
User avatar
Dakta
 
Posts: 417
Joined: Sat Sep 12, 2009 4:36 pm

Re: Simulations behaves differently at *10 speed

Postby immibis » Wed Oct 14, 2009 9:55 am

No it doesn't. If the computer doesn't have enough time to calculate each frame accurately, it lags until it does.
The reason it is approximate is because Emil decided it should so it's more interactive at higher sim speeds.
Thymechanic
immibis
 
Posts: 87
Joined: Wed Sep 30, 2009 12:24 am

Re: Simulations behaves differently at *10 speed

Postby guyboy » Tue Oct 20, 2009 10:08 pm

Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.
ImageImage
Human horse pasture expansion OpenGL Book Hall
Kwon owned Version (C) 2002-2008
User avatar
guyboy
 
Posts: 80
Joined: Mon Aug 31, 2009 6:19 pm
Location: Ḻ̘̬͕͍͚̥͈͚͖̝̜̲͕̭̩ͅ

Re: Simulations behaves differently at *10 speed

Postby KarateBrot » Tue Oct 20, 2009 10:12 pm

guyboy wrote:Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.


but they only behave different if you have thyme codes in the oncollide or onlaserhit. otherwise it will be calculated the same with lags and without. (or am i wrong?)
ah and btw thyme scripts can create lags ;) it once happened to me when executing a function 50 times per step.
Image
User avatar
KarateBrot
 
Posts: 825
Joined: Mon Aug 31, 2009 7:32 pm
Location: Germany

Re: Simulations behaves differently at *10 speed

Postby cdh473 » Sun Oct 25, 2009 4:35 pm

guyboy wrote:Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.

I do believe you have forgotten than the vast majority of the simulation runs via thyme scripts, so the physics are coded in thyme too. ;)
Please excuse my posts. I am extremely stupid.
User avatar
cdh473
 
Posts: 817
Joined: Tue Sep 01, 2009 12:37 am
Location: Yes

Re: Simulations behaves differently at *10 speed

Postby KarateBrot » Sun Oct 25, 2009 7:03 pm

cdh473 wrote:
guyboy wrote:Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.

I do believe you have forgotten than the vast majority of the simulation runs via thyme scripts, so the physics are coded in thyme too. ;)


sure? i thought the physics were coded in c++ and only some addons were made in thyme. thyme seems to be a bit too primitive to do such accurate and complicated simulations. :wtf:
Image
User avatar
KarateBrot
 
Posts: 825
Joined: Mon Aug 31, 2009 7:32 pm
Location: Germany

Re: Simulations behaves differently at *10 speed

Postby Chronos » Sun Oct 25, 2009 7:08 pm

yeah, the physics arent thyme. the objects, however, are
TheWinkits wrote:They both looks of cuking amazing
User avatar
Chronos
[Most Active Member 2010]
 
Posts: 4457
Joined: Mon Aug 31, 2009 6:00 pm
Location: Californania


Return to Help / Bug reports

Who is online

Users browsing this forum: No registered users and 7 guests