cell size

  • alexelcaza
    27th Nov 2015 Member 0 Permalink

    a option to change the pixels size in the screen or different versions of tpt with smaller or bigger pixels

    Edited once by alexelcaza. Last: 27th Nov 2015
  • Mrprocom
    27th Nov 2015 Moderator 0 Permalink
    This feature already exists, moving the mouse wheel will change the size of the brush.
  • alexelcaza
    27th Nov 2015 Member 0 Permalink

    @Mrprocom (View Post)

     no i mean changing the pixel size

  • therocketeer
    27th Nov 2015 Member 0 Permalink
    @alexelcaza (View Post)
    Unfortunately this is not feasible because this would change the screen dimensions and would break saves. There is however a large screen option which effectively makes the pixels 4x bigger, or a fullscreen option.
  • rdococ
    1st Dec 2015 Member 0 Permalink

    @therocketeer (View Post)

     If you look closely at what the OP said, he clearly states with smaller or bigger pixels. This means he does not want to change the size of the simulation, just the resolution. This is already possible with the large screen option. However, that option requires a very large screen resolution. You can also use the full screen option, but that fails to take into account the aspect ratio of the screen, and is distorted on widescreen displays.

  • 12Me21
    1st Dec 2015 Member 1 Permalink

    1258 x 848 is not a "very large resolution"

  • Emperor_Bowserinator
    1st Dec 2015 Member 0 Permalink

    The problem is since each particle is 1 pixel, if it's not a integer multiple of the orginal resolution then some pixels will disappear and get disorted.

  • alexelcaza
    3rd Dec 2015 Member 0 Permalink

    i was saying like dividing 1 pixel into 4 or something like that so you can build more complex electronics

  • Schmolendevice
    4th Dec 2015 Member 0 Permalink

    Probably addressed already.

     

    In some worlds such a feature might seem desireable, but one must never forget that 'complexity' always comes at the cost of processing time and game performance. Allowing more pixels to be placed on screen than are already capable doesn't allow us to make 'more complex electronics' so much as increase the maximum amount of lag we are capable of inducing; the more particles present, the more your computer has to process every frame.

     

    Densely packing the entire TPT screen as it is with high speed electronics would already make the game run at excessively slow rates. With the current A3SFTT computing technology I'm developing (assuming I get the time to get back to it), I'd very much already be able to fit an entire 16-bit 'personal computer' within the current size limits, but ultimately the closer I get to filling up the screen, the slower that simulation is going to run on peoples' computers.

     

    Pixels on a screen also simply aren't 'divisible' although a pixel on screen may represent the appearance of multiple virtual in-game particles. In this case the best bet would be to keep the current 'large screen resolution' but incorporate a 'screen scrolling' feature that allows you to scroll around a larger save. But again, this doesn't really benefit TPT electronics in terms of performance. Unless you have some sixth gen high end overclocked i7 with SSDs and fast DRAM, this wouldn't even be that useful for personal use.

  • Videogamer555
    13th Dec 2015 Member 0 Permalink
    I think he meant the size of air-pixels. Each air-pixel is composed of 4x4 regular pixels. Maybe he wants to have an option to be able to decrease air-resolution to 8x8 pixels per air-pixel to increase speed for particle-based simulations, or decrease air-pixel size to 2x2 or even 1x1 regular pixels so as to increase precision of air-based TPT projects, at the expense of speed.