Layers and layers

  • aug-bro10017
    15th Apr 2012 Member 0 Permalink
    so the only thing that is missing in this game. And would add major uses is a layers feature. Layers as in normal drawing windows but the simulations stack ontop of each other. So you could have say a pixel screen on top. A keyboard ontop of that. And below everything else is the underlying electronics and circuitry. This could be extremely useful for making computers. The only limit would be how fast or slow the users computer is. So this would allow for a backgroubd/foreground, also spark would travel up and down allowing for transfer of data and signals.I think this will effectivly give powder toy a 3D feeling. Plz leave feedback
  • Uberness
    15th Apr 2012 Member 0 Permalink
    @aug-bro10017 (View Post)
    It's been suggested before, agreed with, but never implemented (besides the decoration layer).
  • therocketeer
    15th Apr 2012 Member 0 Permalink
    @aug-bro10017 (View Post)
    Not suggested in a while though, so I think it could get some reasoning.
  • boxmein
    15th Apr 2012 Former Staff 0 Permalink
    @aug-bro10017 (View Post)
    Suggested loads of times before.
    1) Open TPT. Open an electronics save. Unpause. Let it do its thing. Look at the FPS.
    2) Open TPT. Open an electronics save. Unpause. Let it do its thing. Look at the FPS.
    3) Open TPT. Open an electronics save. Unpause. Let it do its thing. Look at the FPS.
    4) Open TPT. Open an electronics save. Unpause. Let it do its thing. Look at the FPS.
    5) Open TPT. Open an electronics save. Unpause. Let it do its thing. Look at the FPS.
    If you did everything right and everything goes as expected, you should see the FPS count drop every time you opened a new window.
    The same thing happens with layers.
  • BuysDB
    15th Apr 2012 Member 0 Permalink
    @boxmein (View Post)
    Running multiple instances will not cause a FPS drop due to multi-core systems, you can run as much instances as you have cpu-cores without huge fps drop.
  • R3APER
    15th Apr 2012 Member 0 Permalink
    It would defeat the purpose of a relative 2D game. Its a decent idea, but how would you manipulate the depth using a single layer perception of those layers? It doesn't make much sense, it would just be too complicated.
  • mniip
    16th Apr 2012 Developer 0 Permalink
    You may not run multicore, the way one core=one layer, you'll be unable to synchronise, moreover if you dont, you may get a segfault, cause pmap should be in critical section
  • boxmein
    16th Apr 2012 Former Staff 0 Permalink
    @BuysDB (View Post)
    @mniip (View Post)
    Just as Mniip said, synching is an issue with multi-core systems. Maybe one gets it done faster than the other, messing up the updates. You may never know what'll happen.
    Basically, what you're suggesting, is 3D. Particle physics = slow. 3D particle physics = slower than slowing down a slow snail going uphill.
  • mniip
    16th Apr 2012 Developer 0 Permalink
    +on a high gravity planet
  • Minishooz
    16th Apr 2012 Member 0 Permalink
    Im making a computer, this would allow me to increase the size of the screen, a large keyboard is not needed however... What I would like alot, is a tool where you can paint without having to paint on an element, use-no lag :)