suggestions

  • china-richway2
    19th Sep 2013 Member 1 Permalink

    1.Fast electronics mode. Is a simulation mode where a electronics loop is 3 frames. When a particle gets sparked its life is 1, and when the spark dies, its life is 2. Many electronics saves can be made faster in this way. Most of arK's saves can be faster.

    2.Integrated circuit elements. Inside the itegrated circuit. we don't need heat simulation, air simulation, etc. or example:

  • nucular
    19th Sep 2013 Member 0 Permalink

    1.Fast electronics mode

    This would be great, yeah, but will probably break some saves.

    But as long as people can disable it, I second that.

     

    2.Integrated circuit elements

    The TPT code currently doesn't have particle propertys that would support storage of other particles.

    It would require some fancy coding, also, what would happen if people would put integrated electronics inside integrated electronics?

  • boxmein
    19th Sep 2013 Former Staff 0 Permalink
    Ooh this "short spark" mode is the only thing I agree with. Making sparks faster tends to make them wibbly-wobbly but as GOLD exists I can't see it as too big a problem.
  • Catelite
    19th Sep 2013 Former Staff 0 Permalink
    Integrated circuits would probably work much the same way as portals already do in-game, it's not difficult to set up virtual memory space and UI ultimately, but it'd probably take a fair chunk of ram. Or there'd be 'channels' like wifi.

    Fast electronics mode might also be neat, but most of the issue would be with its neighbor checking (to prevent sparks from becoming loops around tight edges where particle number is messy or uncertain for any reason.)

    ...Might also work without a hitch, I forget the exact numbers.
  • jacksonmj
    19th Sep 2013 Developer 0 Permalink

    Trying to make electronics go faster in that way tends to make them break (spark loops all over the place or "wibbly-wobblyness").

     

    The way that particle order dependency was fixed for SPRK means that SPRK must be present for at least three frames, so that the reaction of other particles to a sparked particle is synchronised and happens during a single frame (frame 1: gets sparked, frame 2: other particles react to spark, frame 3: turn back into element. During frames 1 and 3, the particle may be the original element or SPRK, so may not be detected as SPRK by some particles, or the timing of the detection may vary). Decreasing the off time tends to give unwanted spark loops.

     

    That's why fast conduction for GOLD does not change the timing of the spark cycle, but instead gets sparked from positions that are further away than for normal conduction.

  • china-richway2
    20th Sep 2013 Member 0 Permalink

    @jacksonmj (View Post)

    I know only those saves that uses BTRY for a timer of 8 frames would break (such as piston self movers all does) and people can disable it so won't actually break saves :D

    @Catelite (View Post)

     It won't make spark loop. I calculated and it is OK

    3 frames for spark? I think you can put 1 frame for spark and 2 frames for original metal. It is also 3 frames.

    Simulate the spark conduction after all the particles are simulated.

    1.Simulate PROP_LIFE_DEC.

    2.Turn all the spark in the screen back to original metal LIFE=2. All the LIFE=2 metal before, now their life is 1. So all the LIFE=2 conductors all were spark.

    3.Find all the metal with LIFE=0 in the screen and check whether if they have a LIFE=2 metal beside and get sparked.

    I don't think it will make a spark loop (SPRK will spark others and turn to LIFE=2, LIFE=2 won't be sparked, LIFE=1 might be sparked, and normal metal might be sparked)

    Edited 3 times by china-richway2. Last: 20th Sep 2013
  • Oats
    20th Sep 2013 Member 0 Permalink

    How about a mode that disables all features that aren't used in electronics?

     

    That would speed the game up without a hitch, but I dont know by how much/(whether it's worth it).

  • jacksonmj
    20th Sep 2013 Developer 0 Permalink

    Simulating spark conduction after everything else would mean another loop iterating through all the particles, which would be slow, and therefore not a good idea.

     

    However, now that I look at it more carefully, a 3 frame cycle may be possible.

     

    frame 1: life decrement to 0 or stay at 0; element life 0 -> SPRK life 2

    frame 2: life decrement to 1; SPRK life 1, triggers other electronic elements (conductive elements turn into SPRK with life 2)

    frame 3: life decrement to 0; SPRK life 0 -> element life 1

    repeat

     

    Spark loops may actually have been mainly to do with particle order. The last time anyone tried a shorter spark cycle was probably ages ago when a lot of it still depended on particle order, and then we all gave up and never tried it again. I haven't tested very thoroughly, but so far I haven't managed to make any spark loops using just plain conductive materials, though I'm not quite sure how things like SWCH will cope (since SWCH conduction does still depend on particle order, for compatibility with older saves).

    Edited 2 times by jacksonmj. Last: 20th Sep 2013
  • china-richway2
    21st Sep 2013 Member 0 Permalink

    @jacksonmj (View Post)

    Yes, that's my idea. I made a program to show you how it will work. Download

    Edited 4 times by china-richway2. Last: 21st Sep 2013
  • china-richway2
    22nd Sep 2013 Member 0 Permalink

    Could anyone tell me where to upload my program? That is Chinese site, jacksonmj can't read.