Multiple Planes of Simulation

  • agustrusher
    1st Apr 2013 Member 0 Permalink

    @Spock

    Um...my idea isn't a 'version'...and the tabs ARE paused... 

    :S

     

     

  • jacob1
    1st Apr 2013 Developer 0 Permalink
    @Spock (View Post)
    yes, they are paused, and they aren't very similar to this. Mine is sort of like multiple tabs in an internet browser, they aren't connected in any way (also glitchy, some information that should be per tab isn't)


    This suggestion would be very hard though ... maybe there could be new connectors between the planes if it was going to be made, but having liquids and gasses switch between them would be hard to code and cause unnecessary lag for users only using one plane. Modifying existing things might break stuff too.
  • agustrusher
    1st Apr 2013 Member 0 Permalink

    @jacob1 (View Post)

     Theres a few things in paragraph 2 of my first post and in my second post that might solve one or two problems you mentioned. Though I don't know how to code or how The Powder Toy code works, so I don't know...

     

     

  • Spock
    1st Apr 2013 Member 0 Permalink
    @agustrusher (View Post)
    A better version, of what you are suggesting, menaing, it is better. Don't try and match wits with me. It would be like Giles Fothering in a study in scarlet, page 22 against Holmes.

    And, in reply to Jacob1, (And your sarcastic pathetic attempt at humour.) it doesn't pause for me. But have downloaded a slight difference in the code. I could open 5 destroyble cities, each with different bombs, and activated them, then switched tab, and came back in say, 5 minutes, it would be destroyed, or all tabs with it.
  • agustrusher
    1st Apr 2013 Member 1 Permalink

    @Spock (View Post)

     ...

    I am slightly disturbed by the lack of sense in your post...

     

     

  • Spock
    2nd Apr 2013 Member 0 Permalink
    @agustrusher (View Post)
    How is there lack of sense? What you see in my post is called INTELLIGENCE. You might not have heard of it though.
  • jacob1
    2nd Apr 2013 Developer 0 Permalink
    @Spock (View Post)
    my sarcastic pathetic attempt at humour? There was none of that in my post ...

    and I think I know how my mod works. When you use the tabs, it actually just saves a stamp in a folder called tabs/ and loads the one you clicked on, and stamps for sure don't update when you aren't using them.

    @agustrusher (View Post)
    Your ideas don't help much, the interaction between the planes would be the hardest part and that's what I don't really want to do. Since the port to c++ you can probably have multiple simulations at once easily, but having things move between them and react would be hard and cause lots of lag still. I don't think they will ever interact, but multiple "tabs" that can be simulated at once (once not active maybe at a lower fps cap) is something I would like to see / do.
  • Spock
    2nd Apr 2013 Member 0 Permalink
    @jacob1 (View Post)
    No, no, not your sarcastic attempt at humour, Agustrusgguhesr. Yeah, looking back, I didn't word it well. Sorry. I meant to insult him, not you.

    But my tabs do keep interacting when I'm not on them! Hmm.....
  • agustrusher
    2nd Apr 2013 Member 0 Permalink

    @jacob1 (View Post)

    Maybe a few years from now...

    But yeah, I kind of already knew it would cause massive lag, I was just thinking there would be a way around it; like multi-threading. In any case, I think an extension to the process of your tabs would be great.  Having them go all at once, even slowed down, would be great.  Maybe Spock can e-mail you the tab glitch and you can reverse-engineer it; LOL. 

    Just one other question; assuming you mean my planes idea and particle interaction would lag; couldn't you have portal and WIFI work between your tabs? That is, when you get the tabs working when not actually selected.

    ...But if you mean just any sort of particle switch would be bad, between planes OR tabs, just forget what I just said.

    @Spock

    This ":S", isn't humor; nor was me speaking slowly sarcastic.  Honestly...

    It was confusion.

  • cyberdragon
    2nd Apr 2013 Member 0 Permalink

    Jacob...if you actualy put a setting to the number of planes, then you could also just put one function to check if the setting is more than one, then that function would toggle on the multi-plane codes only if their are multiple-planes. So, no issues for one plane. 

    For multi-plane interaction, once these functons are toggled on then they would move the elements between planes. They would then move the elements based on their type. Liquids could be set to only move if liquid simulator is on, then this program would push them to the other planes. Gases would have their properties read then pushed into other planes based on them. Powders would be tricky. Maybe you could use something like for liquids.

    Forces could be toggled to travel between planes, but they would simply be mirrored in each plane. Things like spark, pipe, portal, wifi, exc. would have seperate special elements used for transferring between planes (that way every portal/wifi won't have to check for channels in multiple planes). These would either be in a seperate menu, and just cause unneccesary lag if someone was dumb enough to use them in one plane.