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I'm gonna request this again.
I did in an email and the response was just to be smoother with a mouse.
PLEASE implement a curve function. It can be a very simple curve even. Maybe just an arc. Or something similar to the curve function in paint. There are simply things I can't do without this kind of a function.
Also, a line tool would be wonderful. Set a thickness and draw a line (straight, polygonal, or curved) and have it automatically generate a polygon of whatever thickness is defined. It's so irritating and irrational to try and draw an odd shape by drawing all the boundaries when it could be done very easily by just drawing the centerline and giving it a thickness.
Another request would be different liquids. It seems that your liquids don't have properties like surface tension or viscosity since they are just like a collection of particles. Still, how about creating liquids of different densities by setting the liquid density to whatever the density of whatever you're liquifying.
With respect to mass, it would be nice to be able to define the mass of something and automatically set the density appropriately. Both options are good, but in the example where I'm trying to make some balanced system with different components, being restricted to manipulating the density and not the mass (which is a direct function of density so you could go both ways as to defining one and inferring the other) is frustrating.
One more thing I'd love to see is magnetism. If you ever end up implementing orbital mechanics, or part specific gravity, then adding a second set of forces in magnetism would be relatively easy. Just set the charge, positive or negative, and the magnitude of the charge (which determines how much attraction, analogous to gravity, the object/s have).
I'm sure you've seen the rocket experiments. It would be wonderful to be able to fill a space with a 'gas' and set it to a high compression. Like a fluid, or like the particles people use, being able to have an expanding gas like an explosion would be great.
Last edited by twdfx (2008-03-11 14:09:18)
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More precision control. such as manually entering a number for a circles radius. or anytime you ever enter a number have it be so you can do it by typing a number. so I don't have to edit the data files. Also, color should be RGB instead of HSL. or both, somehow. When choosing a random color, it would be nice if every object that was selected got individual treatment rather the entire selected get the same color.
Sometimes, when i right click, the opened box goes off the screen.
I have lots of saved files, but i can't access most of them because the box to pick the files from isn't long enough!
also, being able to edit the scene using the keyboard and typing in numbers would be nice and much better precision control. Think of it this way: building the scene with only your keyboard.
Very phun and cool game! Keep up the good work!
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I think it would be nice if the console included a way to import objects by giving their raw text data(exactly as seen in a phn file). This would make it more convenient to import objects from external apps that generate object data. So you could paste their results into the console and the object would appear in the scene.
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Right, like copying and pasting into phun.
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I love a lot of the suggestions here and would like to add my support for explosions and more drawing tools too. ![]()
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Something that might be cool would be the ability to add tracers to objects. A simple checkbox in the objects menu could enable a tracer, so that a line would be drawn as the object moves, recording the path of the center (origin) of the object.
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You know what would be awesome?
If you (or somebody else, as soon as it's open source) could port it to be DS homebrew. There's a similar game called pocket physics, but that's just not as phun! (oh the phuns)
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Suggestion: Direct editing of scene in .phn format - sort of like switch from graphical mode to .phn file format mode, allow the edits, and on switch back, re-read the scene from the new edits.
This would allow us to modify vectors, etc, by hand without saving, editing, reloading.
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New Icons. I hate the current one, so I spent some time on some new ones
"Phun" is the best at lowres, and looks nice
"phun2" Looks GREAT at all except low (could anyone make it so at low rez it does phun, and the rest phun2?)
"Phun2died" is the uninstall for phun2
"phun original" is a MUCH better version of the original
"PhunTrash" is the uninstall for all the phuns excluding phun2
Here they are!
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Since the next beta will be delayed, I'll toss in a few more suggestions:
Being able to load plain old B&W monochromatic bitmaps into phun in polygon from. Nothing fancy. Haveing to deal with holes, "fringe" and scattered pixels may be tougher.
also, I have phun set to windowed mode but it doesn't open to Maximize by default. so every time I open the game I have to click the middle box.
And a really nice feature would be to stretch and skew polygons. Like scaling a object but only on one axis. So for example, a circle would could be stretched to become a oval (but then it would lose its circle identity and then become a regular polygon.)
Thank you!
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Don't know if this has been added or WILL be added, but the ability to flip objects, not just rotate them, what if i make a triangle with the brush tool say for the wing of a rocket and then i try to duplicate it onto the other side, i've got to draw it again, it would be way better to just be able to flip the object horizontally.
Also, i really would like windspeed and some type of combustion, also possibly the ability to create vacuums, I.e in an engine, also be able to pressurize (inside) specific objects, i know it's a big ask to code in, but it would make Phun a whole lot more dynamic.
Like i said if any of these have/will be added then i'm just supporting them and i'd also like to know (If they have been added, I.e the flipping thing) how do you do that?
Thanks.
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peepsalot wrote:
I think it would be nice if the console included a way to import objects by giving their raw text data(exactly as seen in a phn file). This would make it more convenient to import objects from external apps that generate object data. So you could paste their results into the console and the object would appear in the scene.
Yes! Or maybe even better: just copy a text, paste to Phun - and you've got figure/s!
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I would love being able to directly paste in .phn format to add new objects!
Also, an advanced pane somewhere well hidden in the menus where its possible to edit the object representation directly: edit all values, add/remove vertices, and so on.
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I have a dual core cpu, and I noticed that Phun seems to only use one core. If it could be made multithreaded to utilize multiple cores, this could allow for faster simulation. Though this would probably be a huge undertaking to code.
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I'm sure this has been suggested before but when drawing boxes, it should draw the box at an angle. Trying to box a box and then turn it 45° only to find out it isn't long enough. Area subtraction when polygons overlap would be cool.
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Thermodynamics and Heat Engines
I would like air that has temperature and pressure. You would need an object property called "seal" that makes objects not collide with other objects, but would also not let air (or water) through. Then the scene can be divided into isolated regions of air. The outside region would always stay at a (user defined?) standard atmospheric temperature and pressure.
When, from frame to frame, a region of air gets smaller, its pressure and temperature should increase. When it gets larger they should reduce. Each region should exert a force on its boundary objects according to its current pressure and the length of the boundary.
When a seal is broken (for example if an object that overlaps the seal is moved so it no longer overlaps) the two regions of air that were separated by the seal should start equalizing pressure and temparature. When in a few dozen frames time they have reached the same temperature/pressure they can be made one region. Similarly, when a seal is made a single region becomes two, with the two regions initially having the same temperature and pressure.
Objects should also have temperature and a specific heat capacity. Objects bordering a region of air hotter then themselves should start heating up (how quickly depending on its specific heat capacity), with a corresponding drop in the air's temperature and pressure, and vice versa. Specific heat capacity may be set at infinite, in which case the object's temperature will stay constant no matter what happens.
The colour of air should reflect its state, hue for temperature (blue = cold, red = hot), and saturation for pressure.
You could also make attached objects equalize their temperature. However if a contraption needs different parts to be at at different temperatures for it to work, then there will have to have some way of creating thermal insulators.
This should be enough to make heat engines (e.g. Sterling engines), refrigerators and the like. I can easily imagine using springs to make pressure gauges, pressure relief valves and who knows what. It should even be possible to fake an internal combustion engine be having a "spark plug" that is actually a very hot object hidden by a seal that is moved out at the right time (e.g. by a cam) to rapidly heat the air in a cylinder.
You could even add support for more that one type of gas. Keep track of the ratios of different gas types each region, and have it so water evaporates into steam when heated, and condenses back to water when cooled (with the correct latent heat of vaporization of course). That should allow steam engines.
You could also have a gas that explodes (e.g changes to air at an even higher pressure and temperature) when heated past a critical temperature. That should allow internal combustion engines.
And it adds lots more physics.
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Well, that's all nice. But it would cost enormous computational strength..
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link0007 wrote:
Well, that's all nice. But it would cost enormous computational strength..
Well, if you think of what Powder and Sand game can achieve, one has to wonder... Maybe it's realistically possible, but, As Emil would say, it would only be implemented post insanity
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thatfailedlogicgateguy wrote:
link0007 wrote:
Well, that's all nice. But it would cost enormous computational strength..
Well, if you think of what Powder and Sand game can achieve, one has to wonder... Maybe it's realistically possible, but, As Emil would say, it would only be implemented post insanity
Powder and Sand? what's that?
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peepsalot wrote:
Powder and Sand? what's that?
http://dan-ball.jp/en/javagame/dust/ Its also a physics simulation game, but on a micro scale. Simulates air pressure and particle interactions. Falling Sand is a downloadable version of a similar type game, and has many more materials to experiment with.
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Don't know if this has been suggested yet...but I want ShockWaves!!! (didm't read the entire thread!!!)
Basically, if an object falls, it creates a shockwave that pushes all the other objects away, depending, of course, on how hard the object hits the plane.
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I think what xStil is trying to say is that it would be nice if it were possible to build
in Phun.
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I was working with the .phn data for a circle and decided to figure out how the "angle =" thing worked. when you make any object, the default is angle = 0.0 and for circles, that meant the bar (Enable shaders off) goes from the center to the right edge of the circle. When you rotate and the bar points up the angle = 1.57079632679. this seemed odd so I rotated the circle so it pointed left and then angle = 3.1415926. ahhh I see... The angle is based on pi. how horrible! now you can't get a precise number because pi is irrational! it goes on for infinity! So instead, angle = 0.0 should have that bar thing on the circle point up and and angle increases, the circle turns clockwise. up to 100. Not 360 because that was a arbitrary number chosen by people who were bad at doing fractions and 360 is divisible by many numbers. lets keep it simple. also when phun saves numbers, it over complicates things. if i insert a number like 6.8373 in the data files then load phun and then save it again, it might save it like this: 6.8373000000636777777 which is annoying. It even does this for numbers like 0! I look at the data files it would be turned into this: 6.827363849e-12 which dosen't make much sense. it seems like the program would round a number to a more simple form rather that make it bigger. strange.
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