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subject: the sodaconstructor interface: how would you improve it?

214 replies on 15 pages. most recent reply: 25-Jun-07 01:01 by jackman6

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Lectvay

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Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 03:54   »» 
What I was thinking of was making regular polygons by connecting the masses using the same length for each side while in construct mode. This wouldn't even require a grid, but just any temprrary indicator of an exact length. If you have five masses connected side by side, with all five springs made using the same indicator of length, then when you simulate, it would becaome an exact pentagon, without any thought of carefully placed masses, or angles, or even grids.

But I think my methods for constucting exact models are different than most people's. So I do see what you're saying, and I hadn't thought about it that way.

Maybe if there was a little area off to the side where two numbers appeared whenever you were creating a spring, one indicating the angle from the "origin" mass, and the other indicating distance from the origin mass (like a vector). These numbers would change as you moved your cursor around. You could make exact adjustments using the arrow keys perhaps... do you think this would suffice, or would you prefer being able to input the vector yourself?

george_w

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Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 08:01   »» 
This may not be an improvement, just an idea. What if there were "solid" lines as a construct option, that other figures would not be able to pass through? We could design our own terrains and even build multi-level figures, or a stair shape that models can climb up and down.

guest: SirJake
Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 15:28   »» 
I have an idea, about the saving/loading stuff. If there are a hundred sodaplay users and say each has a hundred models saved on the server, wouldn't that slow it down a lot? Shouldn't there be some easy way to save your models to the harddrive. Would that speed up the site some?

-Jake

guest: Floris van Manen
Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 15:59   »» 
a major improvement would be an export/import feature in XML format. that will allow you to locally store, modify, and generate parameters.

urutsini

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Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 16:35   »» 
I have emailed you on numerous occasions, during which I had mentioned many things (many of which I can't actually recall because it was so long ago I wrote them, but they basically mainly included what you have written in your message about undo/redo etc.).

But apart from those suggestions, I found sodaplay thoroughly enjoyable, if a bit random at times (which sometimes made it all the more fun).

However, I suspect that adding the element of reliable maximum speed, needed in racing, will require a high level of ability to fine tune the models, which isn't available in the current version. But having said that, it would be interesting to see how people go racing models under the current version. There should definately be aesthetic prizes awarded.

But the whole idea seems like it could be extremely fun and I will surely be involved. Especially when the prospect of different terrain and conditions may be involved affecting particular types of vehicles in differing ways.

Individual tournaments could be involved concerning various different conditions with the ultimate winner/s being the best all rounder.

You guys have provided a service worth connecting to the net for, and presented a fresh product in a unique way. And amazingly it is completely free. Two thumbs up.

Joker

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Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 16:37   »» 
I've only ever wanted 2 additions to the soda interface:

1) hidden/invisable constructs. Sometimes you need to have a mass and a few springs which add to the functionality of a model but just don't look right. It'd be nice to be able to make a mass or spring which shows up in 'construct' mode, but which disappears in the other working modes.

2) "Bones" If variable length springs are called Muscles, then I'd like to be able to make fixed lenght springs which would not stretch or compress even when force is applied.

guest: dsh
Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 20:39   »» 
I think that if you were to have the option of adding color it might make those who enjoy making funny models that dance ect like myself (dsh) or caull more fun

guest: Irrelevant
Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 21:24   »» 
Precision settings would be nice. I would like for there to be 2 text boxes beneath the wave, where you could type in the exact offset & magnatude of the wave for a specific spring.

Previous ideas I like are:

A snap-to-grid system would be nice, and I think an isometric (triangular) grid would also be great.
Bones, that are a constant length.
Solid springs, that masses (& maybe springs?) can't pass through. If these could otherwise act like normal springs, then it could add a twist to sodarace. (Moving terrain!)

Coaldiamond

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Re: the sodaconstructor interface: how would you improve it?   posted: 08-May-02 21:55   »» 
I hate to be the first to disagree in this forum, but I don't like the ideas that would change the fundamentals of constructing models. Changing the properties of the masses and springs and adding more dimensions to the sine wave does not appeal to me. I think the only changes I would like to see are those which give the model maker help in making precise angles and lengths. I am in favor of speeding up the creation process, not in changing it.

dryguy

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Re: the sodaconstructor interface: how would you improve it?   posted: 09-May-02 00:30   »» 
Lectvay - I see what you mean about controlling the angles using fixed lengths, but I'm not sure how you would control the length between the last two points when you are adding the last edge to the polygon. For instance, if the spacing happened to come out a little smaller than the fixed length you were using, how would you fit a fixed length spring between the last two masses?

Another motivation I have for wanting some sort of "snap-to" or fixed length and angle is the issue of manual dexterity. My perception of this may be affected by screen resolution and mouse sensitivity - I imagine that at lower resolutions it may not be as frustrating. However, at my normal settings I find that sometimes even the amount of motion produced by releasing the mouse button is enough to shift something over by a pixel or two more than I intended. I can also imagine that this could be a real friustration for anyone with impaired manual dexterity, even at low resolution.

I think the numeric coordinate display is a good idea, and it would be an improvement over the current interface and a definite aid to making geometrically perfect creations.

Xevolar

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Re: the sodaconstructor interface: how would you improve it?   posted: 09-May-02 02:37   »» 
*I was very confused when I first started using sodaplay and built a spring, changed its length, and clicked "simulate" only to find out that it would snap back to its original position. I figured out later that I was SETTING the length the first time and STRETCHING it all the other times. I was thinking that since you aren't using the right mouse button for anything, that could be for EDITING the spring, and the regular mouse button, usually the left, would be for STRECTHING it. Note: you could use vise-versa.

*You could do some sort of copyright on each sodaplay creation, because I see a lot of my friends ?stealing? things from sodazoo and saying that they made it, and??I?m not afraid to say it??I?ve thought about doing it myself.

*I know it would be hard to change, but it would be very cool if you could not only edit the OVERALL gravity, friction, kinetic energy, but edit each individual mass, muscle, or spring?s attributes.

*One last thing is that you might be able to send the code for sodaplay to people who want to fool around with it, and send it back for your approval. Think of it, a thousand unpaid programmers! They might be able to think up new ideas, improve it in a way you?ve been trying to but can?t figure out how, or solve some bug

sodaboy9000000

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Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 02:00   »» 
Xelovar, I agree with everything you said. The "bones" idea is very good, too. Solid objects that masses/springs could not penetrate would be the biggest/best change. I think changing the interface radically could ruin the challenge, though. What else do you think would be good? Ed, did you actually program this handy little thing? Everyone, let me know at Demento315@aol.com.

Nick/sodaboy9000000

Lectvay

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Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 03:10   »» 
dryguy - I'm not sure I understand your question. Either you misunderstand me, or I misunderstand you, not sure which. You simply connect the last two points of the polygon using the same fixed length you used for al the other sides.

I've been making a lot of precise models lately using no grid at all, and I'm getting pretty adept at it. I mostly work using the upper left corner in a lot of ways. But this is mostly because I've been too lazy to start working with a grid, which I will do soon.

And dryguy, I totally agree with you about the mouse thing. That's the most frustrating thing for me. It's difficult to click without moving hte mouse at all.

Xevolar, I do use the right mouse button very often, and I would not want it taken away. The right mouse is used for moving masses without beginning the creation of a spring. It saves lots of time.

sodaboy9000000

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Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 03:20   »» 
Please email or IM me at Demento315@aol.com! We must discuss soda! This forum takes too long, so if anyone has AIM, please IM me now! I'm usually online later in the day.

ed

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Re: the sodaconstructor interface: how would you improve it?   posted: 10-May-02 11:58   »» 
> Ed, did you actually
> program this handy little thing?

I did indeed write the original version which has since then grown with the help of all the other soda members including Julian who infact re-wrote pretty much all of it to make it more robust and build the ability for you to save your models to our server [ http://www.soda.co.uk/members/julian.htm ] and david [ http://www.soda.co.uk/members/david.htm ] who built most of the website architecture you see at sodarace and sodaplay.



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