No.
Plastic (or something else) = Powder, Rubber = solid, Latex = Liquid.
I got my info from natural Rubber collection. they get it from the liquid latex from a rubber tree.
I'm still trying to get it to bounce things. Right now it's just straight velocity reverse, which is very weak and barely bounces a few particles in a bunch. If I have it temperature controlled, it causes major malfunction.
I don't know how photons bounce, but they are energy, bad idea. But I think I should apply Newton's third law, but that requires mass. Powder Toy particles do have mass, I just have to figure out how to impliment the equations.
*looks up Newton's Third Law*
Definitely.
I dont know how the coding it seperated, so im guessing that the kind of particle it is is laced in with the bounce coding.
Ok, I sorted out the temperature thing, it needs to be an inverse relation. But I just need to get the particle mass, it might be on the wiki.
EDIT: I know what the problem is. There is already a general bounce computation that is conflicting with rubber. I need to override it without breaking everything.
What is the bounce computation for? PHOT? >:D
There are different ones for everything. But according to the wiki it doesn't do much, or rather, forces particles to not do much. So, it must be shut down in contact with rubber. This seemed to compile, I'll try it.
if (fin_x!=x && do_move(i, x, y, fin_xf, clear_yf)&&(r&0xFF)!=PT_RBBR)
{
parts[i].vx *= elements[t].Collision;
parts[i].vy *= elements[t].Collision;
}
else if (fin_y!=y && do_move(i, x, y, clear_xf, fin_yf)&&(r&0xFF)!=PT_RBBR)
{
parts[i].vx *= elements[t].Collision;
parts[i].vy *= elements[t].Collision;
}
So you are saying that the bounce computation stops things from bouncing, so if it was canceled it would always bounce? Or that even when it is canceled out it would still need a computation to make it bounce?
Didn't work very much at all. Either A) I missed something in the simulation or B) the element is dead and won't update