Official Forum
You are not logged in.
The problem with bitmaps is that this engine uses meshes, not bitmaps.
So maybe take a look at blender source code to improve mesh editing?
I'm thinking you didn't hotkey App.drawVertices without a reason (other than debugging?)
Maybe just add support for some basic functions: mirror xyz/global/local, subdivide, drag vertice, snap to grid, duplicate, extrude...
Last edited by link0007 (2008-03-08 14:41:00)
Offline
SoonerDave wrote:
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.
Some kind of adjustable snap-to-grid would be amazingly useful.
I'd also like to throw in my vote for rocket engines, linear motion constraints, and CSG / scaling.
I don't think elements / materials / fuel really fit the theme of Phun. While Phun does have fluid dynamics, that seems to be more a side feature than the main focus.
Offline
I also do not like the idea of fire at all. Or oil.
Offline
sandos wrote:
I also do not like the idea of fire at all. Or oil.
I can understand, and I agree with, your dislike of fire. (I wouldn't object to it being on the "to do" list, but I would want it very low priority.)
I am curious why you don't want oil. If it because it is flammable? I'm interested in oil as another liquid with different characteristics so I can see and create effects with multiple liquids.
Offline
Maybe once he releases the Source Code, presuming he does, then there will be an Elements Phun, with Fire, Oil, Plant etc. A bit like falling sand but much more complex.
Offline
CannedMeat wrote:
sandos wrote:
I also do not like the idea of fire at all. Or oil.
I can understand, and I agree with, your dislike of fire. (I wouldn't object to it being on the "to do" list, but I would want it very low priority.)
I am curious why you don't want oil. If it because it is flammable? I'm interested in oil as another liquid with different characteristics so I can see and create effects with multiple liquids.
Oil would be cool to use as a lubricant!
Offline
This is not exactly a suggestion for Phun itself, but for the website.
I can see the page for sharing .phn files has the potential to get very large.
As the flat list that it is, it might start to get difficult to find the things of most interest to you.
A few ideas that might help organize this page:
*When uploading new files, possibly let the user pick from a predefined category list(for ex. vehicles, projectiles, experiments, phun test cases/bug examples, etc)
*Or maybe just add relevant tag words to your scene, which could later be searched on
*option to add thumbnail pics?
Maybe the upload could check the forum user login(or have it's own login), which could provide functionality such as:
*Letting users rate other user's scenes
*Allow users to update/delete their own uploads instead of having to create a whole new scene in the list each time.
If you need a web app developer, I might be able to help ;-)
Offline
*Letting users rate other user's scenes
*Allow users to update/delete their own uploads instead of having to create a whole new scene in the list each time.
I agree with both of these
It would be cool and it will attract more people to share their scenes(why ?because they want to get rated
)
Last edited by MasacruTheArcher (2008-03-09 04:24:45)
Offline
and thrusters would be very useful for building rockets and so on
Offline
A grid system, please!
Less of a suggestion, more of a requirement. Not only for snapping purposes, but if you can label the blocks in physical quantities (metres or feet), you actually have a physics simulator that is usable in an educational environment. Not even mentioning how unbelievably easier it would make the lives of all of the creators..
Does anyone mind if I make a main thread about this? I think it is rather pertinent..
Last edited by thatfailedlogicgateguy (2008-03-09 11:52:06)
Offline
a grid system has been suggested before you know...
Offline
link0007 wrote:
a grid system has been suggested before you know...
Whoops.. I searched for grids, instead of grid.. Silly me ![]()
Offline
I'd love the ability to output frame-by-frame information about the motions of the objects.
At present I can take a Phun scene file and process it to create a source file for a 3D rendering system, like this:
But it would be really cool to be able to grab the information at precise regular intervals and produce a 3D animation.
Offline
Just use blender to do that..
Almost all modeling/animation programs have physics/fluid engines that are far superior to phun's.
Offline
One thing that has bothered me is the difficulty of setting springs. As far as I can tell, the only way to put tension on a spring is to grab it during simulation, and try to compress it while things are flailing around. then pause the simulation again to set it in place.
If the spring could be compressed while in edit mode (simulation paused), I think things would be much easier to build.
I can think of at least two ways to add this to the user interface:
1. The user draws a spring in the exact final spot they need it to be, then sets a parameter that says what the natural/untensioned length of the spring should be, as a ratio of it's given length.
2. When the user first draws a spring, the length given would represent the natural / untensioned spring length. After drawing it, the user has the option to individually move the spring's endpoints, which would put tension on it.
I hope those explanations make sense.
Offline
Seeing as the homepage is a wiki, could we maybe take the best suggestions out of here and put it on a kind of "community requests" list? Using the comments section to rate ideas added could also be done..
Offline
I agree that the following features would be great to have in the next version:
- A scroller that adjusts the spring tension.
- Snapping to grid, maybe also snapping to geometry.
- Export animation to some vector graphics format.
- Keywords & ratings in the "project sharing" section (before it's too late!).
Also, these features seem to be nice, but need discussion:
- Different liquids (variable fluency & variable compressibility)
- Some kind of propulsion (rocket engines)
- Implement theory of relativity & quantum physics (kidding!...)
Last edited by Domo (2008-03-10 14:59:16)
Offline
Domo wrote:
I agree that the following features would be great to have in the next version:
- A scroller that adjusts the spring tension.
- Snapping to grid, maybe also snapping to geometry.
- Export animation to some vector graphics format.
- Keywords & ratings in the "project sharing" section (before it's too late!).
Also, these features seem to be nice, but need discussion:
- Different liquids (variable fluency & variable compressibility)
- Some kind of propulsion (rocket engines)
- Implement theory of relativity & quantum physics (kidding!...)
Quantum physics would be impossible anyway.. So Emil can be glad he doesn't have to implement it ![]()
But he probably would get some high honored prize for it.. Maybe even a nobel prize for physics/computer science/worldpeace (everyone gets the worldpeace prize..)
Offline
It would be nice if you could convert to/from Phun units to real world units of measurement. For purposes such as: dimensions, spring constants, density*, etc.
I'm guessing that the units in Phun are completely arbitrary at the current moment.
*Speaking of setting density, it would be nice to have the option to set the total mass, instead of density(of course setting one would affect the other).
I think allowing the specifying of real units could help Phun become a more accurate tool, for educational and even realistic simulation purposes.
For example if someone wanted to build a trebuchet in real life, and they had already figured out the rough dimensions and weights estimates, they could roughly judge the performance of their design in Phun before building anything.
Last edited by peepsalot (2008-03-10 19:07:02)
Offline
I found problem with Phun (linux 32bit), when I load some new scene, memory allocation of old scene, isn't unallocated. So program use more and more memory and at the end it freeze (system with 256MB RAM + 256MB swap).
Offline
I think I should have explosions and peoples / dolls / action figures.
It all
This game is very cool and funny ![]()
Offline
Offline
pc2005 wrote:
I found problem with Phun (linux 32bit), when I load some new scene, memory allocation of old scene, isn't unallocated. So program use more and more memory and at the end it freeze (system with 256MB RAM + 256MB swap).
Set App.maxUndo to something like 5 (see http://www.phunland.com/wiki/Console).
Offline
I might have mentioned this somewhere else, but some kind of advanced/simple mode switch would be useful. E.g, advanced mode could add options for collision layers, keyboard triggers, various compound creation scripts, etc.
With sufficient interest, a thread or wiki page could be started for brainstorming.
Offline
All example I saw were vertical examples (xz plan).
Is it possible to build horizontal example (xy plan), with (vertical) gravity and plan-friction ?
More generally, is it possible to buid examples on any plans ? on a 2D-curve (or piecewise-linear 2D-curve)?
Offline