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I often simulate multi-object movements. I have to design-and-clone-and-locate (annoyng) many objects. I should like to get a feature like this:
The use should be simple:
1) The user clicks on a point in the blue sky.
2) The user clicks on the MultiBox (MultiCircle, MultiSpring...) icon.
3) The user selects the values
4) The user click on a Done button (I forgot to design in the figure...)
I think it should be very easy to upgrade Phun.
What do you think about?
Last edited by SuperSandro (2008-03-07 11:06:01)
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Useful for towers.
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I want Oil! Please add support for different liquids with different densities (and colors, and surface tension in the future).
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MasacruTheArcher wrote:
General suggestion :
Adding a feature to the "no-colide" option : When you set an object to not colide with something , you have to chose : NO colide with everything or select the things you don't want it to colide with.Like this i will be able to make a motor wheel on a wall , then i'll fix a stick on the ball [giving it the option to not colide with the wall]then it would rotate with the ball around the wall ,without coliding it , but still being able to interact with other stuff like water.
I've hit this particular limitation before, when trying to add spikes to wheels. The spikes keep hitting the car body. (Why wouldn't attached objects be considered part of the hinged object, by the way? That would be pretty natural in my opinion)
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SuperSandro wrote:
I often simulate multi-object movements. I have to design-and-clone-and-locate (annoyng) many objects. I should like to get a feature like this:
I think the feature is called "array" in Autocad, see:
Is that what you want?
Last edited by sandos (2008-03-07 13:25:57)
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I think it is.
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MasacruTheArcher wrote:
MultiBox , what's that ? How did you add it :?
It's only a suggestion !
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Just FYI, my 11-year-old son and I are completely "Hooked on Phunics"
No matter what the addition, I do think the additions should be simple, in keeping with the spirit of the environment.
Other suggestions I hope fall within my own criteria of "incremental":
Resources:
* Simple gears, specify the number of teeth so they are created properly.
* Water/liquid behavior - doesn't seem to compress properly. Built a water pump with a piston "pushing" water out of a cavity, but it only "sorta" worked.
* Compressible springs
Drawing:
* When clicking on an object, all fixated objects connected thereto should auto-drag as a unit when selected.
* Text annotations on objects
* Smooth curve generation on polygons
Features
* Allow for composite entity save/load, eg build a library of reusable "widgets." For example, if I get a good piston built, I'd like to be able to save just the piston and perhaps re-use it in multiple Phun scenes. You could call a collection of Phun objects a "Phunction Library" (har har)
* Option to turn off all menus, or make them all drop-down
Thanks for a place to post suggestions. I could probably think of a ton of other things, but that's a start. Phun is awesome!
Great stuff!!!
-SoonerDave
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"Phunction", hah gooden. I agree, there have been multiple suggestions for an object library and object grouping. Definatly priority.
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How about adding a flip horizontal and flip vertical to the context menu of the objects?
So you can Clone then Flip something to make an exact duplicate mirror item.
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air pressure would be great.
and when i build a piston engine, the water goes out through the corners.should be fixed if possible.
the collide detection needs to be improved much.
and a grid system to fixate objects easier would be great.
and one easy-to-do thing:
put a 2 element (like oil) that uses the same particles as water but is only flamable and brown
ah and what i forgot:
Fire!
same as water but has negative gravity like in the sandgame so it goes up in air.
Last edited by substancer (2008-03-07 15:51:10)
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1) As MasacruTheArcher already mentioned earlier in this thread, I too would like to be able to have finer control over which objects collide with other objects.
I think that Phun could use a concept "layers" to provide a simple interface for this functionality. The idea is that only objects on the same layer would collide with each other.
All objects could be created on the same layer by default, but have the option to change the layer of objects after they are created.
Layers could also be used to help arranging the order of displaying things(as opposed to the restrictive options of "move to front" and "move to back")
This would allow a sort of quasi 3rd-dimension without complicating things too much(if the user never messed changed layers, it would function the same as now).
2) I also hope that collision detection can be improved. It is currently possible for fast moving objects to pass through other objects, if their distance moved per frame of calculation can put it completely on the other side of the object. ( see http://www.phunland.com/upload/collision%20test2.phn )
Some sort of ray tracing algorithm might work well to find the exact point and time of a collision.
If this sort of algorithm slows down the application considerably, then it might be nice to give the user the option to choose between different collision detection algorithms: for ex. "slow and accurate", or "fast and loose".
3) Lastly, I can't wait for the source to be released ;-)
I am very interested in helping contribute to this great app.
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A few other ideas:
Don't flash colors of the current object when the user is trying to choose a color.
Have a color dropper tool or some way to reliably copy colors from one object to another.
When positioning things, have ability to easily snap to edges of other objects. Would be nice for brick laying, etc.
When rotating, have option to enter an exact angle, or snap to some preset angles(maybe every 90 or even 45 degrees). Make it very easy to create perfect horizontal or vertical planes.
Be able to drag whole connected objects with drag tool, without having to turn on the simulation.
Ability to have springs whose ends have a fixed orientation, and spring can bend to the sides. The picture I have in mind is that of a bobble head doll, which could ideally be created with just a base object, the bobble "head" top object, and a stiff spring between them. This cannot be done so simply with springs as they are, where the attached ends are allowed to rotate like a hinge.
Last edited by peepsalot (2008-03-08 00:42:36)
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SoonerDave wrote:
Resources: ... * Simple gears, specify the number of teeth so they are created properly...
...uhm... it' very difficult to project/draw gears: there are severe rules that join diameter and number of teeth. In other words, if you have a diameter of (i.e.) 100 pixels, you cannot choose any numer of theet, and vice-versa. May be that if you want 32 teeth the diameter must be 487 pixels (not more, not less). In mechanics engineering you can find those rules.
A good (italian) document I found is: http://www.ing.unitn.it/~cristofo/lezio … -08_bn.pdf
Strange: in Wikipedia there are only superficial documentations (in Italian and English too).
Last edited by SuperSandro (2008-03-08 02:44:29)
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Suggestion BEING ABLE TO SAVE THINGS and LOAD them whenever you want.
For example i made a cool ragdoll , i want to add it to a new scene .I cannot save it
.A feature that will let us save things , buildings , stuff and load them whenever we want would be awesome.I made a cannot , i save it and then i make a new scene and suddenly i see that a cannon would be awesome in this scene , then i load the cannon ![]()
Last edited by MasacruTheArcher (2008-03-08 05:42:35)
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Also vote for flip, gears and layers.
Please add grid and snap to grid functionality.
Goran
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SuperSandro wrote:
SoonerDave wrote:
Resources: ... * Simple gears, specify the number of teeth so they are created properly...
...uhm... it' very difficult to project/draw gears: there are severe rules that join diameter and number of teeth. In other words, if you have a diameter of (i.e.) 100 pixels, you cannot choose any numer of theet, and vice-versa. May be that if you want 32 teeth the diameter must be 487 pixels (not more, not less). In mechanics engineering you can find those rules.
A good (italian) document I found is: http://www.ing.unitn.it/~cristofo/lezio … -08_bn.pdf
Strange: in Wikipedia there are only superficial documentations (in Italian and English too).
Fair enough. The Gears tool released by another in this thread is a GREAT stopgap for now!
I've realized there's another feature I'd really love to put on the list: Precise object creation. That is, I'd like to be able to create a box that is exactly x units wide by y units high, or a circle of a specific radius. There are a few things I've tinkered with that are geometrically picky in terms of tolerance, eg you want something to be, say, exactly 1/2 the width of another object, and there's just no way to do that right now except by eyeball, and trial-and-error.
Maybe we could cook up a unit of measure called "Phunits?"
Here's a WAY out there idea: An add-in interface for third-party tools....okay, okay, wayyy outa sight...but I can dream ![]()
-SoonerDave
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Peu wrote:
I was just trying to create a kinetic walker: http://www.youtube.com/watch?v=CufN43By … re=related
but the hinge doesn't go through more than 2 objects. Can that become a variable on a slider?
I'll second that! I'd love to have a way to pin a hinge through multiple objects, eg hooking multiple rods to a single point on a motorized wheel. As I experiment with it right now, I just don't think it's possible.
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1. Shape library - a toolbar of predrawn shapes - like the circle and box, but maybe import XAML defined shapes and let people share shapes.
2. Resize/stretch functions... drawing to scale can sometimes be pretty difficult. I've been able to roughly draw shapes I wanted, only to find them too big or too small to be used in the machine in question.
3. Water resize. Imagine my chagrin when I first discovered that water droplets were larger than the pipes I'd been drawing.
Note that XAML support would allow third party item creation to be done by a variety of already existing tools, and would provide more flexibility for people who want to design things. The gear tool, for example could just send you a XAML definition of an object.
I'm enjoying Phun immensely and can see great education application for it. I'm very glad you're publishing the beta product.
Thank you,
Rich G
Last edited by rgautier (2008-03-08 11:45:41)
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Make the water have density. When I liquefy an object the water that comes from it is weightless, it seems. I tried making the water push an object down that was connected to another object with a spring and had a hinge on the other end of it. But the spring didn't stretch so I concluded that the water is kinda weightless ![]()
So it would be great if the water had weight. Maybe the weight of the water could depend on the density of the object that is liquefied or it could just be a norm.
Last edited by Joi (2008-03-08 11:52:11)
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How about a tool with you could resize objects.
For example, i have a car, but it is too big to pipe where i want to place it.
So i could choose geometry options, where would be something like this:
And place it into 0.500 so the car can go trought the pipe.
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Joi wrote:
Make the water have density. When I liquefy an object the water that comes from it is weightless, it seems. I tried making the water push an object down that was connected to another object with a spring and had a hinge on the other end of it. But the spring didn't stretch so I concluded that the water is kinda weightless
So it would be great if the water had weight. Maybe the weight of the water could depend on the density of the object that is liquefied or it could just be a norm.
Water does have weight.. do you have gravity on?
If so, press F11 and copy this:
SPH.density = 1.0
Then press enter. Should be good enough.
are11 wrote:
How about a tool with you could resize objects.
For example, i have a car, but it is too big to pipe where i want to place it.
So i could choose geometry options, where would be something like this:
http://img337.imageshack.us/img337/8373/sizebz3.png
And place it into 0.500 so the car can go trought the pipe.
Maybe for the time being, I could try to make a tool that imports phun objects into Blender. Or that other guy for importing into .ai files.
Then you can scale..
But importers are hard, and my blender scripting skills are near non-existent. I'm still having difficulties with exporting alone.
Last edited by link0007 (2008-03-08 12:11:34)
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I (also) want, mirror, array, explosives, combustion, gears, worm screws, slides, rope, negative geometry, general word processing shortcuts, object library/grouping/wigets, water proofing, align to grid, hinged objects/spiked wheels, gravity wells, and the source code out there. ![]()
Perhaps the ability to import simple bitmaps as polys.
Or simply include every line, shape, and erase tool found in paint.
In a way what you've done here is give paint physics, that said, perhaps you could look at code found in GIMP for brushes and the like?
No need to reinvent the wheel.
The majority of suggestions seem to be drawing problems more than physics problems.
You've just trumped Lego, congratulations.
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