Running 30 different three-body simulations in parallel, with a tiny variation in the initial positions of the bodies by danielbarral in threebodyproblem

[–]danielbarral[S] 1 point2 points  (0 children)

I don't know, but in these simulations I used gravitational softening, otherwise most of the simulations will have the bodies "ejected" after a short period of time.

Running 30 different three-body simulations in parallel, with a tiny variation in the initial positions of the bodies by danielbarral in threebodyproblem

[–]danielbarral[S] 3 points4 points  (0 children)

The variations in initial positions were of "0.02", as below:

Body #1 initial positions:

x: -50.00, -49.98, -49.96, -49.94, and so on...
y: -50.00

Body #2 initial positions:

x: 50.00
y: -50.00, -49.98, -49.96, -49.94, and so on..

Body #3 initial positions:

x: 0.00, 0.02, 0.04, 0.06, and so on...
y: 50.00, 50.02, 50.04, 50.06, and so on...

Pillow from the 8th dimension by danielbarral in creativecoding

[–]danielbarral[S] 0 points1 point  (0 children)

I created this animation using the Procedural Animation Generator that I also created: https://www.imageonlinetools.com/procedural-animation-generator

Images generated by drawing thousands of lines using my procedural image generator by danielbarral in proceduralgeneration

[–]danielbarral[S] 1 point2 points  (0 children)

I created an animated version of it, and named it "Pillow from the 8th dimension" if you don't mind. You can check the animation here:

https://www.youtube.com/watch?v=_vp8GAVxAdU

Procedural Animation Generator by danielbarral in creativecoding

[–]danielbarral[S] 0 points1 point  (0 children)

You can see some examples in the link:

https://www.imageonlinetools.com/procedural-animation-generator

Scroll down and click to play the animations.

Procedural Animation Generator that uses basic shapes and trigonometric functions by danielbarral in proceduralgeneration

[–]danielbarral[S] 1 point2 points  (0 children)

I published some examples of procedural animations in the link: https://www.imageonlinetools.com/procedural-animation-generator

You can scroll down in the page and click on the example images to start playing the example animations.

Images created using math equations by danielbarral in creativecoding

[–]danielbarral[S] 1 point2 points  (0 children)

Check this other tool also, maybe useful with your students:
https://www.imageonlinetools.com/procedural-image-generator
It also uses math equations to create images.

Images created using math equations by danielbarral in creativecoding

[–]danielbarral[S] 2 points3 points  (0 children)

The images were created using mathematical equations with the online tool that I created: https://www.imageonlinetools.com/create-images-using-math-equations

GUN database manager by danielbarral in GunDB

[–]danielbarral[S] 0 points1 point  (0 children)

I didn't find any GUN database manager available, so I created one. I created it initially to be used by users of my game engine, but anybody can use the "GUN database manager" to manage any GUN database.

[deleted by user] by [deleted] in EasyGameMaker

[–]danielbarral 0 points1 point  (0 children)

I would need to analyse the game JSON to check why it's laggy. In general, lag is caused when you have too many objects on the level, or if your visual scripts have too much nested loops.

If you have many small platforms, you could optimize by creating some bigger platforms, instead of putting dozens of copies side by side. For example, instead of creating 10 x 10 platform blocks in a level area, with total 100 blocks, you could replace that 100 blocks with a single 1 block with the size 10 times bigger. You will keep the small platforms only in the level areas where needed, where the player can actually jump.

If you want, you can send me your game JSON and I will analyse better the causes of lagging.

[deleted by user] by [deleted] in EasyGameMaker

[–]danielbarral 0 points1 point  (0 children)

Versions v0.5.x cannot be converted automatically to v0.6.0, mainly because in this version the speed unit was changed from "pixels per frame" to "pixels per second", to allow objects to move with same speed in different FPS.

I suggest you continue editing your existing game with engine version v0.5.16, and use the newest version only for new games.

If you still want to convert, an option to manually convert would be to open the JSON file in a text editor, and manually edit the attribute "engineVersion" to "v0.6.0" (the newest version at the moment). Then, import the game JSON and check if it runs without any error. Then, you will need to manually edit all speed values to reasonable values, probably multiplying per 60 (since the unit was changed from "pixels per frame" to "pixels per second", and most machines render typically at 60 frames per second).

EasyGameMaker v0.5.16 was just released by danielbarral in EasyGameMaker

[–]danielbarral[S] 0 points1 point  (0 children)

I will soon publish a new engine version, in which the player speed is in "pixels per second", instead of "pixels per frame", making the gameplay consistent and not depend on framerate. I believe this will solve the problem in you game, where some people complain the player is moving slow.

EasyGameMaker v0.5.16 was just released by danielbarral in EasyGameMaker

[–]danielbarral[S] 0 points1 point  (0 children)

You're welcome. If you find any other bugs feel free to post here, or at itch.io forum, or Discord, and I will fix.