PSCN, NSCN and RPEL

  • Potbelly
    12th Oct 2012 Banned 0 Permalink
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  • Box-Poorsoft
    12th Oct 2012 Banned 0 Permalink
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  • Potbelly
    12th Oct 2012 Banned 0 Permalink
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  • jacob1
    13th Oct 2012 Developer 0 Permalink
    It sounds good to me. I would just add it into the existing REPL (apparently that's also a GOL type), I don't think that would cause any problems, but when I did it for PIPE, I found out there were a lot of saves that put PSCN next to PIPE/STOR. Maybe tmp2 could also customize it even more by making it stronger.
  • Shriek
    13th Oct 2012 Banned 0 Permalink
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  • Box-Poorsoft
    13th Oct 2012 Banned 2 Permalink
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  • therocketeer
    13th Oct 2012 Member 1 Permalink
    So this would basically be like how repel is currently, but with a constant force output when activated?
  • Potbelly
    14th Oct 2012 Banned 0 Permalink
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  • jacksonmj
    14th Oct 2012 Developer 0 Permalink

    @Potbelly (View Post)

    The "random pulse output" is to avoid lag. Checking 400 neighbouring positions per frame for each particle of RPEL (as would be needed for all particles within a 10 pixel radius to be repelled instantly) would be rather slow. RPEL checks 11 randomly selected positions per frame instead.

  • Potbelly
    14th Oct 2012 Banned 0 Permalink
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