How I Shattered Glass with SAND

  • psharpep
    11th Mar 2012 Member 0 Permalink
    How I Shattered Glass with SAND / Particle Acceleration via "Differential Propulsion"

    Hi TPT'ers!

    My latest save introduced the culmination of a few new original concepts on projectiles and particles that I've discovered: 

    The first involves particle velocities within detector wall and fan. There is a cap of (2 pixels per frame) on particle movement within detector wall. However, the true velocity of the particle is remembered through the wall. The particle even has the possibility of generating velocity while within the detector wall. Because of this, you can add to a particle's velocity without letting go of it until you want to.

    The second concept describes what influences the magnitude of a particle's acceleration in one frame. I discovered that the only thing that matters is the "pressure differential" . The "pressure differential " is the pressure difference between the penultimate square and the last square the particle was in. This means that a particle moving from pressure 210 to 200 accelerates just as much as a particle moving from pressure 10 to 0. This implies that LOWERING the final square's pressure is just as important as increasing the penultimate square's pressure: 200 to 0 is much better than 200 to 100.

    To put these together, I designed a sniper rifle that fires one pixel of SAND at hundreds of pixels per second, and is in fact the most powerful gun on TPT (Remember that SAND is much heavier than BOMB or DUST). The rifle is so powerful that it sometimes shatters glass on impact because it generates so much velocity, and therefore pressure.

    Anyways, I just wanted to share with you all some properties that I found cool, and I'd also like your opinions on the concept and rifle.

    ID:738001
  • therocketeer
    11th Mar 2012 Member 0 Permalink
    @psharpep (View Post)
    very nice. It works on a similar concept to my partical guns. In the beta, you can use FRAY to push things at incredible speeds.
  • DCBloodHound
    11th Mar 2012 Member 0 Permalink
    wow,it's extremely fast.
  • baizuo
    11th Mar 2012 Member 0 Permalink
    Impressive!!
    I learnt a lot from your sniper prototype

    And it's not HUNDREDS of pixels per second, it's 300 pixels per FRAME, i.e. 1800 pixels per second !!


    BTW, I made a similar one, but it can only shoot at ~ 100 PPF (pixels per frame) speed
    I don't get it, how does a particle count its speed actually? Seems it's not only count by pressure blocks around it (3x3 blocks, 8 in total, 4x4 pixels each)

  • Lynxrufus
    11th Mar 2012 Banned 0 Permalink
    This post is hidden because the user is banned
  • m_shinoda
    11th Mar 2012 Member 0 Permalink

    @Lynxrufus (View Post)

    I suggest looking at this save.

  • Catelite
    11th Mar 2012 Former Staff 0 Permalink
    I like to think I understand how the pressure and velocity stuff works, seeing as how I've written code for it several times before, and most of what you said went over my head xD Could you use layman's terms?

    Also, glass is actually special here. It shatters depending on changes in nearby pressure, so something stopping when it slams into it abruptly would be more than enough to break glass.

    All you have to do is drop some sand on a flat piece of glass and type !set vy sand 100   o.o;

    *err scratch that, after I read it the third time it made sense. Basically you speed the particle up by pushing the particles through wind or detector tiles, and then make sure that the pressure where it comes out is as close to zero as possible?
  • baizuo
    11th Mar 2012 Member 0 Permalink
    @Catelite (View Post)
    You're close lass
    Actually this gun is trying to make a huge pressure gap while I think that shouldn't be the most efficiency way, but it works.
    Could you please tell me how the code works that is about how a particle speed up by calculating the pressure nearby?