Priorities
- testtubegames
- Site Admin
- Posts: 1164
- Joined: Mon Nov 19, 2012 7:54 pm
Priorities
It's a long and awesome list of features to add into the sim.
But as I thought about it the other day -- when I choose which thing to work on next, I want to make sure I'm picking *the most important things* to add. So I've been working on rotation, and viewing the world from the surface of a rotating planet... cause that's been mentioned a lot.
So here's an experiment -- everybody in the forums here picks *one* feature they are most dying to see in the sim. (Tidal forces, or inputting formulas for potential energy, or black holes, or some bug that peeves you). And I'll move it to the top of the list, adding it to the next build, if possible. Once that feature is added, you get to pick another.
If it's a particularly *big* request (an extensive scripting language, say) -- it may not get added right away, but your vote will move it *higher* on the priority list.
The Stuff
Round 2
Stargate: More functions to use in the force laws!
NealCruco: Save slots
wtg: zooming more!
Round 1 (complete!)
Stargate: Transverse Forces (Done! Coming in next upload)
AlternateGravity: Change # of dimensions (Done! Coming in next upload)
Random: Rotating axis Tracking (Done! Coming in next upload)
NealCruco: Black Holes (Phase 1 complete. Coming in next upload)
Robly: setting potential energy (Done! Coming in the next upload)
Andy: UPDATER (deleted...)
exfret: Better, interactive Instructions (Phase 1 complete!)
But as I thought about it the other day -- when I choose which thing to work on next, I want to make sure I'm picking *the most important things* to add. So I've been working on rotation, and viewing the world from the surface of a rotating planet... cause that's been mentioned a lot.
So here's an experiment -- everybody in the forums here picks *one* feature they are most dying to see in the sim. (Tidal forces, or inputting formulas for potential energy, or black holes, or some bug that peeves you). And I'll move it to the top of the list, adding it to the next build, if possible. Once that feature is added, you get to pick another.
If it's a particularly *big* request (an extensive scripting language, say) -- it may not get added right away, but your vote will move it *higher* on the priority list.
The Stuff
Round 2
Stargate: More functions to use in the force laws!
NealCruco: Save slots
wtg: zooming more!
Round 1 (complete!)
Stargate: Transverse Forces (Done! Coming in next upload)
AlternateGravity: Change # of dimensions (Done! Coming in next upload)
Random: Rotating axis Tracking (Done! Coming in next upload)
NealCruco: Black Holes (Phase 1 complete. Coming in next upload)
Robly: setting potential energy (Done! Coming in the next upload)
Andy: UPDATER (deleted...)
exfret: Better, interactive Instructions (Phase 1 complete!)
-
- Posts: 68
- Joined: Thu Aug 15, 2013 3:06 pm
- Location: Visible Universe
- Contact:
Re: Priorities
I think custom, radius-dependent, transverse forces should be added, with a second force box and a toggle switch in the options. Here's an example:
Radial (Real part), the one that's currently used: f(r)=r
Transverse (Imaginary part divided by 1i): g(r)=sin(r)/r^3
It could be shown in the load/save code as "ForceGr: f(r)+1i*g(r)", where g(r) is the transverse force. If you don't want transverse forces in your individual simulation, just put in the f(r), omitting the 1i*g(r) part. This could be used to produce Kirkwood gaps in your protoplanetary disk or other sim.
Please add that. I've been wanting to do transverse forces so I don't have to manually pause the sim, change the object's speed/heading angle, then start it up again repeatedly.
Radial (Real part), the one that's currently used: f(r)=r
Transverse (Imaginary part divided by 1i): g(r)=sin(r)/r^3
It could be shown in the load/save code as "ForceGr: f(r)+1i*g(r)", where g(r) is the transverse force. If you don't want transverse forces in your individual simulation, just put in the f(r), omitting the 1i*g(r) part. This could be used to produce Kirkwood gaps in your protoplanetary disk or other sim.
Please add that. I've been wanting to do transverse forces so I don't have to manually pause the sim, change the object's speed/heading angle, then start it up again repeatedly.
I LOVE your Gravity Simulator! 

-
- Posts: 80
- Joined: Thu May 15, 2014 5:45 pm
Re: Priorities
I think the ability to adjust the number of dimensions in the game would be nice.
Gravitons would be my favorite particle as their existence could prove extra dimensions.
-
- Posts: 523
- Joined: Mon Jun 03, 2013 4:54 pm
Re: Priorities
For the rotation, I assume you will be able to track two planets and fix one, the other on an axis, right? The screenshots don't show that.
For me, I've always wanted to see a multiplayer version of GSim with spaceships, but that is probably a *big* request (maybe even more so than a scripting language). So for now.. actually I'm not sure. I guess I'll find out when rotations get added (and the dust bug gets fixed) in the next update.
For me, I've always wanted to see a multiplayer version of GSim with spaceships, but that is probably a *big* request (maybe even more so than a scripting language). So for now.. actually I'm not sure. I guess I'll find out when rotations get added (and the dust bug gets fixed) in the next update.
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!
Always check your units or you will have no money!
Re: Priorities
Save slots. Need I elaborate?
Edit: Actually, scratch that. Save slots would be second. Black holes are first.
Edit: Actually, scratch that. Save slots would be second. Black holes are first.
Re: Priorities
I'd say my vote would go for changing the potential energy.
Convincing people that 0.9999... = 1 since 2012
-
- Posts: 523
- Joined: Mon Jun 03, 2013 4:54 pm
Re: Priorities
And here we were all thinking it was going to be hard!testtubegames wrote: The Stuff
AlternateGravity: Change # of dimensions (Done! Coming in next upload)
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!
Always check your units or you will have no money!
- testtubegames
- Site Admin
- Posts: 1164
- Joined: Mon Nov 19, 2012 7:54 pm
Re: Priorities
Ha, well, just to clarify -- this is merely the physics effect I'm talking about. I'm not actually making the simulator work in 3D, say. It'll always appear in 2D, you'll just be able to select whether the laws of physics are treated like you're in a 2D world (1/r), 3D world (1/r^2), 4D world (1/r^3), or beyond.A Random Player wrote:And here we were all thinking it was going to be hard!
Hence why it's a simple change

Re: Priorities
No, it is 3D, it's just an extremely thin slice of it!
Nobody ever notices my signature. ):
- testtubegames
- Site Admin
- Posts: 1164
- Joined: Mon Nov 19, 2012 7:54 pm
Re: Priorities
I suppose it's just a thin slice of 4D, tooexfret wrote:No, it is 3D, it's just an extremely thin slice of it!

Oh, and my latest priority: FIXING THE DAMN UPDATER. Going to pester the people who made it constantly until it actually works. Because without an updater, how can I get these rad new features out to you all in a timely fashion?