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Analogue Coordinate System possible ???

Archive: 7 posts


Hi Community,

I am trying to create an analogue coordinate system with speed sensors and timer but the output for a movement of a big grid is ~ 0.020 is there a way to create an analogue adder to just get 1.0 if the current position is for example 0.063?
2012-05-31 14:23:00

Author:
Katil92
Posts: 74


What?!
Sorry, didn't get it. Oh, coordinate, ok. I'm not English-speaker, so that got me confused with another word...
Keep in mind that signals aren't precise. Adding 1+1+1+1+1 will not give exactly the same as a 5% battery. It's weird, but that's because of the way they stored the data. Did you see the grid movement LBP2-torial? Not sure if that would help, can't get clearly what you want.
2012-05-31 15:29:00

Author:
Unknown User


I am not entirely sure I understand the problem, but assuming you have a good grasp of grid movement you can do the following: create an invisible block with a follower on it that is chasing the object that is moving across the grid, but set it to only follow on the horizontal axis; you can duplicate this for the Y-axis only by rotating the follower 90 degrees. So you will have two blocks, each following the object on its respective axis. You can then stick a tag sensor on each that measures the distance that block is from the origin (0, 0) point. You can then wire those to analog counters, or, if you want a custom units count wire them to positional sequencers that on their canvasses contain batteries on set positions.

Disclaimer: I never made any of this before, I am just speculating a practical approach.
2012-05-31 16:55:00

Author:
Antikris
Posts: 1340


Well i know the grid movement tutorial in that way it is easy to count up or down but what i wanted to try was coordinate values with floating values.

The Idea was to use it for holographic collision detection (logicaly way) ^^

With an speed sensor tagged on a timer i can count up or down with an floating value my problem is that i dont know how i can use such small values.

Or is there a smooth way for holographic collision?
2012-05-31 20:59:00

Author:
Katil92
Posts: 74


Oh, now I get it! You could do the same with a feedback loop instead of a timer. I hope you watched the feedback loopsLBP2-torials, the best one ever made There are multiple ways to test such a value, one would be using a sequencer, the other would be using comparing logic such as the one found in evret's signal probe. Sequencer has the advantage of being accurate, but costs a frame. The probe is made of combiners and splitters, so it loses precision (as batteries aren't precise) but is instantaneous. I have trouble getting how you would use such a stored value to simulate collision.

You see, in games, movement is simply a change of X and Y. Each frame, an object's position is changed based on its vectorial speed. Then, if the object is solid, it will be teleported just before the collision occured. This collision testing is somehow half-intelligent, as sometimes fast objects will still pass through others while moving, which is a famous glitch in many games. However, if you only make the hologram non-dynamic when it collides with another one, it will only stop it inside the object without teleporting back to the collision point.

The solution would be to manually do this opposite movement. You would need to invert the speed when you collide, and then quickly decelerate in opposite direction. Hard, still not 100% precise, takes some time and is visible on-screen (you can see the object bounce). You could also emit a tag on each frame, alternating between two colors. This would allow you to follow the position of the previous frame. Again, not precise, and that idea would take a lot of memory - but here the position could be found with your idea instead of following a tag - Antikris' idea would also be great, as followers do have a delay, you could follow your previous position.

But the easy solution would be making hologram solid. That would make the collision system work as it does with other materials. You can turn an hologram solid using the "dead material" glitch. Kill the hologram with a creature brain, copy-paste the dead material and the copy will be dead but with infinite lifespan. You can direct-capture it with an emitter if I remember well, but not with the bag. But if you needed the holo to be non-solid, I can't help you much.
2012-06-01 06:08:00

Author:
Unknown User


My collisions check idea was to calibrate the actor at point (0,0) in the coordinate system and adding an huge back layer of holo with tag sensors. The game tiles i add to the scene will store collisions tags so the full map will be recreated in 1 bit blocks. Then i was thinking about an small buffer who stores the collisions around the player then we need an float checker to compare if our actor arrived the point where the next block begins (up || down || left || right ) and if he is equal or greater we stop the movement of the direction.

Example:

Ground (x,0)

if actor.pos (x, < 0) toggle simulated gravity of
2012-06-01 15:08:00

Author:
Katil92
Posts: 74


A mover set to 1 with a signal strength of 0.63 being fed into it will presumably move 0.63 times the length it would have if the signal strength was 1.00. If this presumption is correct an analogue coordinate system would be trivial to make.2012-06-01 23:37:00

Author:
Ayneh
Posts: 2454


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