Suggestion: RBBR

  • ZebraGoBoom
    6th Jun 2013 Member 0 Permalink

    @NUCLEAR_FOX (View Post)

     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.

  • cyberdragon
    6th Jun 2013 Member 0 Permalink

    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. 

  • ZebraGoBoom
    6th Jun 2013 Member 0 Permalink

    @cyberdragon (View Post)

    •  Is using code from PHOT useful, or is it useless because it is the solid that thigns are bouncing off of?
    • Would there be a way of controlling it by tmp or tmp2?
    • Idea: Instead of actually having it bounce in the coding, have a small pressure blast where the particle hit, but it would be confined to only that pixel.
  • cyberdragon
    6th Jun 2013 Member 0 Permalink

    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.

  • ZebraGoBoom
    6th Jun 2013 Member 0 Permalink

    *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.

  • cyberdragon
    6th Jun 2013 Member 0 Permalink

    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.

  • ZebraGoBoom
    6th Jun 2013 Member 0 Permalink

    What is the bounce computation for? PHOT? >:D

  • cyberdragon
    6th Jun 2013 Member 0 Permalink

    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;
    }

  • ZebraGoBoom
    6th Jun 2013 Member 0 Permalink

    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?

  • cyberdragon
    6th Jun 2013 Member 0 Permalink

    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