Official Game Feedback

  • Cracker1000
    30th June Member 0 Permalink

    @Videogamer555 (View Post)

     You shouldn't post new element/feature suggestions here.

    You can always start a new thread, that way, your suggestion will get noticed more often than just a post on feedback thread.

  • Videogamer555
    3rd July Member 0 Permalink
    Why is this thread called "official game feedback" then?
  • jacob1
    3rd July Developer 0 Permalink
    It's meant for bug reports and feedback on existing features. Some light feature requests would be fine too. It made more sense when we had regular updates, right now they are pretty sparse.

    Element suggestions should be in their own forum threads where they can get proper discussion and feedback, and be well thought-out.
    Edited once by jacob1. Last: 3rd July
  • DanielTheGreate
    8th July Member 0 Permalink

    @jacob1 (View Post)

     One thing that would be great to add is a joint tool. you could select a pixel, then select another pixel, and a joint constraint would be drawn between them.

  • jacob2
    8th July Member 0 Permalink
    @DanielTheGreate (View Post)
    That is impossible in TPT's engine. TPT only simulates individual particles, and there is no way to attach them.

    Rejected element list on wiki: https://powdertoy.co.uk/Wiki/W/Previously_requested_elements.html#Movable_Solids
  • DanielTheGreate
    9th July Member 0 Permalink

    @jacob2 (View Post)

    I am not asking for moving solids, I know those are almost imposible to make with TPT's physics engine. What I am asking for is a joint tool, like the one in Dan ball's dust 2.

    If you create a dictonary of joints, then use the proper mathmatical equations to calculate where the partical goes(xposition = (1'st partical's x- 2nd partical's x)/stiffness and yposition = (1st partical's y - 2nd partical's y)/stiffness+gravity) then you may be able to create working joints.

    Edited 4 times by DanielTheGreate. Last: 9th July
  • Lockheedmartin
    9th July Moderator 0 Permalink
    @DanielTheGreate (View Post)
    It is technically moving solids.

    Also one of the problems is the game engine does particle updates from top to bottom, left to right. Whatever particle is furthest closest to the top-left is given priority to an update. Adding a joining tool would break/shortcut the update order and open all sorts of headaches. Particles surrounding said joined particle would also need to be updated to ensure the joined particle is/isn't destroyed/changed by said surrounding particles or vice versa. That would effectively require those particles' surrounding particles to be updated too. Which, again, breaks the update order

    EDIT: See jacob1's post
    Edited 2 times by Lockheedmartin. Last: 10th July
  • jacob1
    10th July Developer 0 Permalink
    @DanielTheGreate (View Post)
    The issue is with particle movement. We want all particles to move, and not move over each other. It works right now because each particle is updated individually and sequentially, and looks for a free spot to move to. If we tried to attach particles together, we'd have to somehow validate that all particles can move at the same time, in the same direction. That would be really difficult and slow. It's not how we designed our game. What if a single particle was blocked? Should the entire contraption just not move? We could try to store some state saying this one particle is blocked, so the "stiffness" between it and others is increased because they got closer. And then try to eventually bounce the moving solid back away from the particle if that particle continues to be unable to move. This may sound easy, but it is definitely not. It goes against everything with how TPT was designed. Dan-Ball probably knew they wanted joints from the start so was able to design the data structures and physics in a way to support it. But it's not possible for TPT.

    @Lockheedmartin (View Post)
    Particle order is somewhat related to the issue, but not the direct issue with why we can't have moving solids.
    Edited once by jacob1. Last: 10th July
  • Amumu00
    16th July Member 0 Permalink

    a very good game. I download the game at mobidescargar

  • 6nop6nop
    16th July Member 0 Permalink

    Hey the wiki says LSNS has an invert mode if i set its tmp to 2, but if i try this in game it doesnt change anything.