Solution to potential lag

  • pikachu1337
    6th Aug 2011 Member 0 Permalink
    Okay, a lot of people have suggested moving solids (including me before I knew people had) and I have figured out a way to remedy the lag it would cause. Instead of running it at normal speed and letting lag slow it down to slow, run the program at HIGH speed and let the lag slow it down to NORMAL speed. Half of the problems with half the things suggested here: SOLVED. If there is a flaw in this; please let me know by posting. If you support; say so. If you hate it; you're either a flamer or you couldn't understand it. if it wasn't any of those; you simply hate the idea of moving solids.
    This could also be in the "options" menu, as in, it could be optional in case you DON'T want to use moving solids in what you're making.
  • therocketeer
    6th Aug 2011 Member 0 Permalink
    @pikachu1337 (View Post)
    you will in turn need a more powerful computer in the first place to run the program at double the speed.
  • limelier
    6th Aug 2011 Member 0 Permalink
    One major flaw. How do you expect us to move it so fast?
  • pikachu1337
    6th Aug 2011 Member 0 Permalink
    @therocketeer No. I have a program that has major lag from moving solids and it uses this solution.

    @tudoreleuu Double the rate at which the frames move, but not the amount of frames themselves.
  • Neospector
    6th Aug 2011 Member 0 Permalink
    @pikachu1337 (View Post)
    The problem isn't lag mostly, but whether it's feasible.
    SOAP is a test of particle bonding, basic moving solids. An actual "Moving solid" is every particle in the solid detecting the particles around it, holding on to each other, responding to gravity, velocity..ect.
    What you are suggesting will in no way solve any lag created, and in fact generate more bugs then an ants nest. Powder Toy calculates, frame by frame by frame. You can press "F" to see each frame and, if you look hard enough, the calculations in it. By doubling the rate at which they move, the computer is calculating faster and faster until it just caps itself at the speed of electricity. When this limit is reached, the calculations become far and few in between, eventually reactions would cease to exist and forces (both gravities, and the velocity, and pressure systems) would come to a halt.

    TL;DR: Doesn't work like that.
  • nmd
    6th Aug 2011 Member 0 Permalink
    I would like to see that happening!

    But moving solids are easy, it's just to rotating That's hard, or so I heard...
  • BloodLust
    6th Aug 2011 Member 0 Permalink
    *sigh THE GAME IS FOR PARTICLES

    now if/when we one day move the game to C ( i think just C not sure if C+ or C++ ) that ive heard rumors about it MAY be able to do stuff like that but understand TO MAKE MOVING SOLIDS YOUD NEED A DIFFERENT GAME ENGINE OR A MASSIVE OVERHAUL

    and the mods just arnt going to do that
  • MasterMind555
    6th Aug 2011 Member 0 Permalink
    @BloodLust (View Post)
    The game IS in C
  • nmd
    6th Aug 2011 Member 0 Permalink
    I meant Necospector's post, not pikachu1337's post

    @Neospector (View Post)

    Neospector:

    @pikachu1337!146278
    By doubling the rate at which they move, the computer is calculating faster and faster until it just caps itself at the speed of electricity. When this limit is reached, the calculations become far and few in between, eventually reactions would cease to exist and forces (both gravities, and the velocity, and pressure systems) would come to a halt.


    I would like to see that happening.
  • Neospector
    6th Aug 2011 Member 0 Permalink
    @nmd (View Post)
    You want all systems inert? What on earth for? I'm sure someone would be happy to make a mod...
Locked by Catelite: No. Just no.