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#1

can someone reduce thermo with this chip?

Archive: 11 posts


ok, so i need 200 copies of this chip in a level i'm working on, but it's starting to cause thermo issues, i still have room but I have more i want to add to the level.
the holo the chip is on can be impacted by any one of 4 player controlled ships, all have unique tags, a diff colour for each player.
this chip needs to pulse the appropriate ADD tag (bottom most set of tags) when it's hit by a player(shouldnt pulse if same player already owns it)
it should also keep the appropriate HOLDING tag (tags slightly up and to the left of the ADD tags) untill another player hits it.
then when they lose ownership of the chip it should pulse the appropriate SUBTRACT tag (the tags that have their own 3 port selector)
also i cant have priority playing a part in ownership, this is why the impact sensors are pulsed to the selector (unlikely they will impact in same frame)

the current setup works perfectly, i'm just hoping for a lower thermo solution
http://i9.lbp.me/img/ft/ce99edd21cfb644a3fa55e08d76ed459d5e14e3b.jpg
2012-04-05 14:11:00

Author:
evret
Posts: 612


Not sure about thermo, but 1000 impact sensors is going to kill your framerate. Can you use sensors instead? If so, change then to strength scale to slightly reduce calculation. I will have a think on the rest.2012-04-05 15:36:00

Author:
comphermc
Posts: 5338


was causing issues with 256 of these chipss, but it handles the current amount fine, i like thst u only need clip a corner to activate it, i'd rather stick with impact if i can.
my main issue atm is people not being able to join me in create and sometimes in play coz thermo has gotten too high
2012-04-05 16:17:00

Author:
evret
Posts: 612


Only issues I had Ev was getting kicked after you selected the entire board... that was overkill lag. Seemed fine to me gameplay wise though.2012-04-05 16:22:00

Author:
ForgottenEnigma
Posts: 1414


the holo the chip is on can be impacted by any one of 4 player controlled ships, all have unique tags, a diff colour for each player.

Well, assuming there's always fewer ships than there are of these holo things (I'll call them bases), you can offload some of the logic from the bases onto the ships.

For example, you can substitute the four input pulsers on the base for a single tag...

http://ic.lbp.me/img/ft/0bc581b50b2184a006d0f0347f6b1ebe6c8353d9.png

...and put this logic on a piece of hologram representing the bounding region of the ship...

http://i8.lbp.me/img/ft/188338cd4ad49c856640f023ec02494219cf5adc.png

...so each ship does its own pulsing. Assuming this is possible with your setup, then you could delegate the generation of ADD events to the ships too. If you put this on the ship...

http://i4.lbp.me/img/ft/494492765971e59f14276a6e4efc06398adc016d.png

...meaning, "if we touch a base, AND we're NOT already HOLDING it, then generate an ADD event", which means you can simplify the base logic to...

http://i4.lbp.me/img/ft/244e95c7a87e53a2c549ce20be9767f1a2cb68d3.png

...where the impact sensors are set to detect ADD events. You should also be able to offload the SUBTRACT events to the ships too - might be a bit more complex, but if there's only 4 copies, it's still gonna be a win.



this chip needs to pulse the appropriate ADD tag (bottom most set of tags) when it's hit by a player(shouldnt pulse if same player already owns it)
it should also keep the appropriate HOLDING tag (tags slightly up and to the left of the ADD tags) untill another player hits it.
then when they lose ownership of the chip it should pulse the appropriate SUBTRACT tag (the tags that have their own 3 port selector)

Not sure why you need ADD & SUBTRACT events as well as a HOLDING count. Assuming you are counting the ADD and SUBTRACT pulses in some other gizmo, you could use that to keep track of the totals for HOLDING counts.

OR...

If you just keep track of total HOLDING counts in some other gizmo, you could use signal transitions to infer the ADD and SUBTRACT events.
2012-04-05 19:01:00

Author:
Aya042
Posts: 2870


For example, you can substitute the four input pulsers on the base for a single tag...
...and put this logic on a piece of hologram representing the bounding region of the ship...

at any one time the ships can be touching upto 4 "bases" as the they are just squares on a grid with no gaps so i pretty sure this wouldnt work



Not sure why you need ADD & SUBTRACT events as well as a HOLDING count. Assuming you are counting the ADD and SUBTRACT pulses in some other gizmo, you could use that to keep track of the totals for HOLDING counts.

the add and subtract is for a per player count done externally in 4 feedback loops.
the holding tags are for a "disowner" (yellow impact sensor) to target specific players squares.

i really appreciate you taking the time to look into this though, if figured if anyone could improve it it would be you

edit, now that i think about it i could have 4 different versions of the base, all the same bar the tag u added, then order them in a way that the player will never touch 2 with the same tag, then have the four impact sensors though pulse on ship.....
but could pulse wrong base as it should only capture on entering base, has to leave and re-enter to capture again.
unless i have 4 diff versions of impact sensors on the bases to pair with their tag aswell, so the pulse would only affect the square that triggered the pulse.......
i'll have to test it but that may actually work
2012-04-06 03:37:00

Author:
evret
Posts: 612


unless i have 4 diff versions of impact sensors on the bases to pair with their tag aswell, so the pulse would only affect the square that triggered the pulse.......
i'll have to test it but that may actually work

Should work, assuming a ship is smaller than a base. Best I could come up for the base is this...

http://i6.lbp.me/img/ft/826679461118409a408bfc567410387a514f7c5f.png

With four different versions, yellow tags would be BASE1, BASE2, BASE3, BASE4, all impact sensors would be ADD1, ADD2, ADD3, ADD4, and all other tags would be HOLDING.

Then on the blue ship, four copies of this...

http://i3.lbp.me/img/ft/7d3d1413c6ee4d3e49aed2af8aadbcbdee2e0815.png

Yellow impact sensors would be BASE1, BASE2, BASE3, BASE4, blue tags would be ADD1, ADD2, ADD3, ADD4, other tags would be SUBTRACT, and all other impact sensors would be HOLDING.

...and variants thereof for the other ships, including the "disowner". Should reduce overall thermo by about 60%.
2012-04-06 18:08:00

Author:
Aya042
Posts: 2870


Should work, assuming a ship is smaller than a base. Best I could come up for the base is this...

With four different versions, yellow tags would be BASE1, BASE2, BASE3, BASE4, all impact sensors would be ADD1, ADD2, ADD3, ADD4, and all other tags would be HOLDING.

Then on the blue ship, four copies of this...

Yellow impact sensors would be BASE1, BASE2, BASE3, BASE4, blue tags would be ADD1, ADD2, ADD3, ADD4, other tags would be SUBTRACT, and all other impact sensors would be HOLDING.

...and variants thereof for the other ships, including the "disowner". Should reduce overall thermo by about 60%.

i tried just offloading the impact pulse and the adding pulse to begin with, i had to make my ships slightly smaller (they were same size as the bases) for it to work but for some reason they seem to be pulsing too many adds, as if on player tries to capture all 200 the count sometimes reaches 200 when there are still a few left. i also had issues where a player could recapture a stolen base without leaving it if they touched another base they weren't holding. i got around this by but giving the 4 unique bases unique holding tags as well, however this messes up my disowner. i'm sure i could work around that but it's the inaccuracies i'm concerned about and i'd rather keep the ships the same size as the bases.
my next thought would be to go with 9 unique bases, but i'm not sure i could b bothered going to that extent...... i'm too lazy
i dont think that would solve the inaccuracies either, gonna have to try and nail down the cause for that

edit: also with just doing that it did bring down thermo a notch and a half so i'm not gonna give up on it yet
2012-04-07 16:29:00

Author:
evret
Posts: 612


That really seems to look like a level I'm going to build on vita, featuring a grid which can be colored by players... I'm curious to see what you are building 2012-04-07 17:03:00

Author:
Unknown User


That really seems to look like a level I'm going to build on vita, featuring a grid which can be colored by players... I'm curious to see what you are building
this level does do player colour, but as thats not the logic i wanted optimised i removed it from the chip b4 posting. not much to it though
2012-04-07 18:12:00

Author:
evret
Posts: 612


...for some reason they seem to be pulsing too many adds...

Oh. Something else I forgot to mention earlier. If you copied this logic verbatim...

http://i4.lbp.me/img/ft/494492765971e59f14276a6e4efc06398adc016d.png

...there's a problem whereby it can generate multiple add pulses for a single base if the ownership happens to change while they're still intersecting it, which is why I moved the pulser to be directly after the yellow impact sensor in the second version...

http://i3.lbp.me/img/ft/7d3d1413c6ee4d3e49aed2af8aadbcbdee2e0815.png

...to ensure that each base intersection could never cause multiple pulses to be generated.



...on player tries to capture all 200...

...they shout: ALL YOUR BASE ARE BELONG TO US!

Sorry. Couldn't resist.
2012-04-07 22:59:00

Author:
Aya042
Posts: 2870


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