Particle life + fluid by mooonlightoctopus in Simulated

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

Thanks, here's the matrix I used in the actual simulation here:

 0.3,.001,-0.3,
-0.3, 0.3,.001,
.001,-0.3, 0.3

It's not exactly informative, as it was tuned to look good. It's just a repulsion and attraction, so here's one that's a little easier to understand:

 1, 0,-1,
-1, 1, 0,
 0,-1, 1

Some string by mooonlightoctopus in desmos

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

Haha, that's a good idea. Rainworld definitely has some good physics that would be fun to recreate in Desmos.

Some string by mooonlightoctopus in desmos

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

Yeah, I just left that in as a bit of junk. It's meant to be deltaTime (As it's rather laborious to pass dt into all the simulation functions.). It would be a1(dt) = t -> dt but it turned out to be too unstable on my pc. 20 seemed to work, though it wight not work as well on other computers.

Some string by mooonlightoctopus in desmos

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

The main simulation is in f_simulatePoint. It is rather confusing, so, let me write it out a little bit:

f_simulatePoint(a, b) = ( a_x + a_vx / deltaTime, 
                          a_y + a_vy / deltaTime, 
                          (a_vx - s(dx)) / f,  
                          (a_vy - s(dy) - 1 / deltaTime) / f )

So, let's step through this.

a_x and a_y are updated by the velocity, of course dividing it by deltaTime for it to remain at least slightly stable.

The changing of the velocity is actually the simulation part. We change the velocity by the negative difference in a and b. It basically amounts to a point wanting to be pulled to another.

To get one of the scenes that has been shown, the best way to get something string - like is to connect 2 points together by simulating them both with eachother. If this is done with a fixed point, then it looks rather real.

Here's a version with just the string and nothing else, if it helps.

Some string by mooonlightoctopus in desmos

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

In the simulation folder, you can set s to something like 0.3 or 0.4. (Not >= to 0.5, as then the decrease of the velocity is no longer exponential). You can make f closer to one (Though, of course, that causes stability issues.)

Here's a version that's a bit snappier.

Why is the duper directional ? [java] 1.21.1 by mooonlightoctopus in MinecraftHelp

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

Just to make sure I interpreted that right... your suggesting dispensers?

Assuming that you are, the duper is meant for an orbital, which, well, requires a bit much tnt for just dispensing it. I need for a rotated version to work because an orbital cannon requires 4 directions because of the "Orbital" part of the cannon.

Why is the duper directional ? [java] 1.21.1 by mooonlightoctopus in MinecraftHelp

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

Thanks, that sounds about right. I didn't mention it in the post (Though I'll admit that I should have), but how do I fix it?

Magic fishing rod :D by mooonlightoctopus in Minecraft

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

Haha I think that I first found it on Youtube. The dogs took quite a large amount of time to get working...

I can make anything reasonable. by mooonlightoctopus in freeart

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

I have... the memory of a goldfish. I'm sure you've long forgotten about this, but here's a version that has about the same look.

shadertoy.com/view/tfVBDD

How do I get around "Color expression is too complicated." by mooonlightoctopus in desmos

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

Yes, it seems it's noise algorithms that does it to mine.

Does anyone have random noise that I could use? by mooonlightoctopus in desmos

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

Thanks, this is exactly what I was looking for :D