SketchyPhysics 4?
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I havent released it yet because I found that problem and I need to write some release notes.
The "scripted" field is totally different from the other scripted fields. Command that work in there will not work in Controller (for example) and visa-versa.
Try this in the Scripted field
onclick{ destroy }
The body will be destroyed when you click it.
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Chris, did you use my idea for destroying objects? Or had you thought of that before I said it
BTW, I'm having a big problem with the events. Entering the script for the event even slightly wrong wrecks SP (I can't start the simulation ), and I have to restart SU to get anything to work again. Other than that, teleporting short distances every frame causes the object to ignore gravity and collisions, which is slightly wierd, but probably unfixable
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I am having problems too. I tried to copy your code, this one:
#At sim start hide the object setEvent("onstart"){hidden=true} #When an object touches me... setEvent("ontouch"){|toucher| #if the object that touched me is named "box if toucher.name=="box" #unhide and become solid hidden=false nocollision=false end } #unhide group at end of sim setEvent("onend"){hidden=false}
in the Scripter field, when I hit "play" I can't do anything with the box that has the script. When I hit "reset" it displays an error.
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CPhillips does not have "$curEvalGroup" quite embedded yet. At one point I got this working but I can't right now.
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There is another problem with it also. It is vastly slower than the current version. So slow that I reverted back...
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I haven't had that much trouble with it being slow it acts just like the previous one.
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I think I had the idea before but I am not sure. The hard part was the plumbing around it.
$curEvalGroup isnt used anymore. Instead just use "group".
The code in the old scripting thread is obsolete. Here is almost the same thing:
onstart{ group.hidden=true @unhideAtEnd=true solid=false } ontouch{|toucher,speed,pos| if(toucher.name=="sphere") group.hidden=false solid=true end }
I dont know any reason this version would be slower than the last.
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Chris, shouldn't the scripting window have error checking? It lets me stick any old junk into it, tries to run it, and breaks the model forever. Basically, it's trial and error, making a new model every time my code's wrong
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It will eventually. Right now this is just a work in progress release.
Unless you get into a loop you should be able to reset and get back to the start no matter what errors.
If you do find a piece of script that permanently breaks a model post it here.
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Ah, I think I see the problem with bad scripts "breaking" the model. I'll fix it.
Hitting reset or a bunch of undo's might allow you to get back to start.
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Well, when it comes to big models where a line-less and shaded-only style has to be used, it is terrible compared to the current. I know for sure because I was playing with a fast battleship game, which slowed down to about a frame PER second once I downloaded the latest version.
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Thanks Chris
It happens with anything except perfect scriptI don't have the slowdown problem, that's wierd...
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I'll try again.
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If you open the ruby console it will print performance statistics after each run. If you find a model that is much slower post a link and I'll take a looks.
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I've downloaded the June 25 version and I noticed a little "error". When you hit the press button there's a quote ( " ) in the SketchyPhysics Control Panel
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Thanks. I fixed it.
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Hello, when will the new version? which works in the SU Make 2013?
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