Tpt does not simulate any type of bonds, any attempt to replicate it will need special code to do so, physics do not automatically apply themselves. How an object moves irl is related to it's center of mass, which we can calculate and use to simulate seemingly simple actions irl.
Instead of bickering about it, if you know so much about this, why don't you just make your own Git repository from the current source and code it yourself? Do us all a favor, talking about the code here won't get the job done.
Learn to compile, learn how Powder Toy works, then tell us how to do things better please.
Besides that, IRL physics are not remotely compatible with TPT. If it worked that way, we'd already have movable solids.
Making a large clump of particle move at the same speed and be affected by one another's velocity? Not immediately difficult.
...Establishing collision between the edges of every one of those particles and determining when one of them has touched something so that the entire mass can stop moving? Would be ridiculously laggy. This is a system that deals chiefly with cellular automata, NOT discrete physical objects.
yeah. we should probably stop bickering. I did get my own Git repository, though coding it would be pointless because I can't run my own compile. I can compile it. As I said earlier in the thread, I can't run it. well I can run it but it crashes instantly. "KERNEL32.DLL" error = very very bad. not the source's fault.
sorry but bickering is so much fun :D
cracker64:
Tpt does not simulate any type of bonds, any attempt to replicate it will need special code to do so, physics do not automatically apply themselves.
... the whole point of this thread is to add code that does this. ... I prolly shouldn't bicker with someone so much higher in rank than me >.>
Yes, that would be the point of adding it, BUT you said that powder toy should already behave like it had it, which it doesnt. Enough moving solids for now...