• Started 21st Aug 2013 in General
    EDIT: wait, did i just double-post?  <mniip> https://powdertoy.co.uk/User.html?ID=21514  <mniip> it like  <mniip> wiped my user data  <mniip> >this user ...
  • Started 21st Aug 2013 in Powder Toy mods
    @Cacophony (View Post)  -legacy does not use sse2 instructions, which are nonexistent/slow on some old CPUs, thats all
  • Started 21st Aug 2013 in Feedback
    @Oats (View Post)  you're*  if you're color blind, you don't have a valid concept of correct colors, means hexadecimal won't work for you, however if you weren't bo...
  • Started 21st Aug 2013 in Feedback
    "Vote up all saves" - no way, votes are about awesomeness of the save, not ownership
  • Started 20th Aug 2013 in Feedback
    TIME was an element i coded as a test,  depending on its temperature, it slows down or fast-forwards time _locally_,  however whenever Time Coefficient FieldTM was different from 1, things ...
  • Started 20th Aug 2013 in Feedback
    what's more interesting, someone has to replace like all particle lookup code with one that supports there "warps", that'd lag a lot, IMO
  • Started 20th Aug 2013 in Feedback
    pixel_mode, colr, colg, colb are globals    EDIT: uh, i didn't sleep well today
  • Started 20th Aug 2013 in Feedback
    let's imagine there are 16 electronic elements, that's 4 bits, 16x16 gives 256 particles, which is 1024 bits, or 128 bytes. current particle format only allows around 18 bytes per particle
  • Started 20th Aug 2013 in Feedback
    @Ursinisviper (View Post)  TPT simulates elements as separate particles, simulating a solid to fall as a whole requires really complex code, and will lag a lot
  • Started 20th Aug 2013 in Feedback
    1) it was suggested, and rejected, first of all, variable resolution would lag the game, because there are a lot of checks depending on window size, also you you make area of simulation N times more,...