Pandy's Recent Forum Activity

  • R0J0hound

    Oh thanks for looking into it. I kinda just forked it from things I found from google searching. I have ~0 knowledge of JavaScript (if any) and to be honest C2 is the only thing I am familiar with.

    I indeed was switching between polygon and paster. I just left both in as an option. Polygon has a 'draw line' option which helped distinguish the cubes. Paster is in much lower resolution and as the performance was already slow I didn't attempt to see how it would look if I increased Paster's resolution.

    What I attempted to do was to only calculate the 3D view of one cube at the center, and then to just apply it to the rest of the cubes, maybe helping in performance. But I couldn't figure it out. As it is now it calculates the view for every cube.

    I think it would be great if everything could just be done in javascript for performance but that is way beyond my knowledge.

    I will define the function onStartOfLayout and see how it goes. Thanks

  • R0J0hound

    Do you have a discord or any means of privately messaging you? I need your feedback on something. Might as well post it here, doesn't have to do anything with chipmunk

    cdn.discordapp.com/attachments/183566321156358144/502108488869085196/rot.capx

    Was trying to make a voxel type editor but it is not very efficient at all.

  • rexrainbow

    There seems to be a bug with 'Set Position'

    Every tick UID2PROP Set Sprite Position Mouse.X, Mouse.Y

    This only changes the Y property, and to the first parameter, that is the X parameter and not the set Y parameter.

    So Set X to 5 and set Y to 20 will result in the sprite's X being unchanged and it's Y being changed to 5 (instead of 20)

    UID2PROP 'Set X' and 'Set Y' works correctly individually .

  • Thanks for clarifying. My bad.

  • R0J0hound

    Not sure if this is a bug or not, but it seems in Chipmunk the 'angular velocity' set is twice as fast as it should be.

    I used speed=distance/time. Constant time, a set target angle, I calculate the angular speed. I used a timer to stop the rotation after the set time.

    In standard C2 physics behavior it reaches the target angle as expected, but in Chipmunk it would over rotate, then I just divided it by 2 and then it worked fine. Both C2 Physics and Chipmunk is stated as degrees per second.

    This does not need any updating of the behavior as we can simply just divide by 2, but I thought I'd put it out there.

    Also Chipmunk crashes if I make an object rotate past its min or max angles set in its limited rotary joint.

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  • Oh ok I'll look into it then. i wasn't aware of a motor strength option. Thanks.

  • R0J0hound

    I added a motor joint to yellow, and it did stop it from getting displaced, but red still gets displaced, and yellow also gets displaced if I make the black sprite collide with yellow directly.

    From what I can see the C2 Physics just stops or slows down its rotation to prevent displacement while Chipmunk just rotates regardless, which I guess is a more consistent but with the side effect of displacement.

    I guess it is how it is. Only if the standard C2 Physics had collision filtering per instances of the same object like Chipmunk does. And looking at the files It looks impossible to hack it into the C2 physics behavior.

  • R0J0hound

    Please check the attached gif

    i.imgur.com/LK2sMIq.gifv

    Attached capx

    cdn.discordapp.com/attachments/498916402195857408/499148545769734144/StdPhyVsChpmnkPhy.capx

    I know you are not developing the behavior anymore, but I wondered if you can give any feedback on this. I'm not sure if I placed the joints correctly in chipmunk, but it seems there is no way of getting similar non-breaking rotation as the standard C2 Physics behavior. Is there anything that can be done? Thanks.

  • Colludium

    I want to buy this, but I'm not sure if it will do what I need. How can I contact you now that pms have been disabled.

  • blackhornet

    Yeah I had to resort to using an extra variable that was incremented by 1 and then divide that by 10 to get exact single decimal place values. I at first resorted to comparing ranges but it seemed so cluttered and annoying. I guess I was taking variables for granted all this while. At least whole numbers should be exact, right? :P

  • Hello all.

    This is kind of a bug but It was simple enough to replicate that I didn't want to go through the hassle of reporting it in the bugs section and having to upload a capx.

    The bug.

    Whenever I add 0.1 to an instance variable, the value does not increase by exactly 0.1. Let an instance variable be 0. Add 0.1 and it becomes 0.1, add 0.1 again and it becomes 0.20000000000004, add 0.1 again and it becomes 0.300000000004 and sometimes adding 0.1 again makes the value exactly 0.4 or it continues to have those extra decimals. And after a lot of loops through adding 0.1, the value becomes totally different like 0.3999999999987 instead of 0.4 for example.

    I found this out because I was setting a condition where the instance variable should be equal to 0.9, but it wouldn't fire and after checking in debug I saw that the value was actually 0.899999999999999 instead of 0.9. I don't get how such a thing could happen.

    I tried multiplying and dividing by 10 and also with other objects' instance variables, but the same result.

    Can anyone else replicate this and see if you're getting the same issue?

    Thanks

  • Katala Lunarovich

    Anyone got links to the capx in this post? New forum has removed them all. Thanks in advance.

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Pandy

Member since 1 Mar, 2014

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