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im pretty sure this has been suggested but i didnt find it by using search tool once so...
add distance for attraction. (how fast the force grows when moving closer) and make the attraction to disappear if some thing is too far.
this would be good because attraction cant be used in complex things because it pulls everything to it, no matter how far it is (well there will always be little force) like real magnets wont pull a nail to it from distance of 10 meters but if its 5 mm from it, you almost cant pull it off the magmet.
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i support this!
it would make attraction a lot more useful. i once tried to make a "magnetized" conveyor belt to carry marbles to the top of a marble machine i was making, but when it was strong enough to make the balls stick to it, it was also strong enough to pull marbles to it when they were going through the marble course. (yes, it was on quadratic)
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for your marble machine, you can just change the collision of the marbles to something other than the magnet, then they won't be attracted, or vice versa.
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Versieon wrote:
for your marble machine, you can just change the collision of the marbles to something other than the magnet, then they won't be attracted, or vice versa.
but then they would not stick to the conveyor belt...
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Fourex wrote:
Versieon wrote:
for your marble machine, you can just change the collision of the marbles to something other than the magnet, then they won't be attracted, or vice versa.
but then they would not stick to the conveyor belt...
onCollide thyme collision group changing. thats how that one (sucky) laser thing i made works
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changing collisions and stuff doesnt help unless you add custom collision menus or something. it feels as "cheating" if magnets have their own collision group as i like to use as little collision groups as possible. this would allow making some kind of sticky surfaces (2 surfaces have small balls with veryyy little attraction distance so they stick together, small balls because 2 big objects gravity centers are so far from each other)
if you are making game or something then using collision menu changing is ok (its ok always if the magnets are in some normal collision menu or stuff or if the mechanism isnt the scene itself)
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chronos wrote:
Fourex wrote:
Versieon wrote:
for your marble machine, you can just change the collision of the marbles to something other than the magnet, then they won't be attracted, or vice versa.
but then they would not stick to the conveyor belt...
onCollide thyme collision group changing. thats how that one (sucky) laser thing i made works
i don't know how to use thyme. and even if i did i wouldn't use your suggestion because i like to figure out a problem using only the physics of phun, not scripting anything. its cheating.
Last edited by Fourex (2009-05-30 16:05:39)
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The mass of the object determines the attraction strength. The attraction slider determines how far reaching the attraction is.
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this idea will probably be implemented, but with the release of beta 5, this was just a new tool. It's not fully developed yet, emil was probably just putting it in to see how well it would work, and then with the next update, seeing how well everyone liked it, he'll probalby add more options to it. the same goes for the "orbit" option.
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orbit option was a great addon. if emil wanted that to be in, imagine what else could happen? although, we could also just use a stickyness property for making items attach to eachother. im good for this option. although i find when it comes to making mechanical systems, linear attraction is more easily predicted.
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Conundrumer wrote:
The mass of the object determines the attraction strength. The attraction slider determines how far reaching the attraction is.
both mass and attraction slider change only the attraction forcs, linear and quatradig or what it was somehow change how attraction grows while coming closer.
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Linear is constant attractionbut quadratic is like a curve, the closer you get, the stronger the force.
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Good idea!
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This has been suggested at least 4 times and it never gonna happen. It is completely against laws of physics because attraction affect things to an infinite distance. The force is allways acting but it is regressing by the square of the distance (quadratic falloff). You have to know the difference between attraction and magnetism. Attraction is caused by mass, like the attraction of the Earth (gravity) and magnetism...magnet. The forces of a magnet , they regress by cubic of the distance. But in phun, for now, we can't put cubic regression On, and I Hope it will in next beta: then it would behave more like magnet.
In conclusion, we need cubic regression, not a distance slider.
Last edited by Antotabo (2009-06-01 00:21:07)

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It seems like I'm closing all the suggestions I reply. :p

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well, air-friction motors also go against physics, same with zero-friction mechanisms, but we use those. personally, i think a small radius, high intensity magnetic field would be of incredible use for anything ranging from a floating platform to a guns magazine holder, or firing mechanism. new stabilizers could be built, whole new concepts for thrust systems would become possible, even simulating limited gravity for people who make space ships.
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lollerman wrote:
Conundrumer wrote:
The mass of the object determines the attraction strength. The attraction slider determines how far reaching the attraction is.
both mass and attraction slider change only the attraction forcs, linear and quatradig or what it was somehow change how attraction grows while coming closer.
I have no idea what the hell you just said.
Air-friction motors and zero-friction mechanisms defy the laws of physics because WE MADE IT LIKE THAT (inputted the values for amount of friction).
Phun isn't suppose to have any sort of unnatural forces.
However, Antotabo makes a good suggestion, if what I said before is wrong. In addition to that, I would also like the option for bipolar attraction modes instead of the current monopolar attraction, although this has been suggested multiple times
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To chefsbrian: Read a second time and think. Cubic regression would absolutely create the phenomena you describe; limited distance. Example:
100.0 lb = 1 inch
12.5 lb = 2 inch
3.7 lb = 3 inch
0.8 lb = 4 inch
This is the way it should be.
Last edited by Antotabo (2009-06-01 22:52:36)

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yes, i understand the concept, but there are two other factors to account for. first off, which would be easier for emilk to code, Cubic Regression, or a distance limited. and secondly, there is a large portion of younger children using phun, which for the most part, would struggle with the concept.
but having cubic regression would be better for the physics accuracy.
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for the coding part, the only thing Emilk have to do for cubic regression is to replace a 2 by a 3 in is current quadratic simulation.

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For the children part, I highly doubt they even understand "linear" and "quadratic", and probably EVERYTHING ELSE in ADVANCED MODE.
Advanced mode: not suitable for children
ಠ_ಠ
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