
#PARTICLE ILLUSION 3.0 INIT CODE HOW TO#
Note: I was about to head to bed and I immediately figured out how to make this better, please go to my next post, thank you. In this program z(1) = 1 means that Mercury is going to hide until it comes back around. So, I use an array instead sometimes to deal with certain times when things need to be off or on. I think because the loop goes so fast that it doesn't give the user time to see it disappear.
#PARTICLE ILLUSION 3.0 INIT CODE CODE#
Tonight and 1 or 2 other times I've noticed a difference in QB64 and QBasic (I think) in that when you are using a main loop and you just want to skip over some code to not do it in that certain loop, the graphics you want to not-make, still happens. I use DIM z(10) so the planets would stay the way they were until they were needed to change. Just know that I've never worked that much with the Z axis except in CAD type drawings. Making them disappear and reappear also makes the illusion of them leaving and come back, which is your other thing you mentioned. I also made the Sun smaller so you could see more of the planets. This only happens when you tilt the planets to a certain degree. I finally did it the only way I know how, to make the planets disappear if X increases and starts going behind the Sun, then reappears when they come back around. I tried all kinds of ways tonight to make the Sun disappear and reappear, etc. Yeah I wasn't even thinking of these things earlier, but thanks for telling me. Push particles in any 3D direction and even in every direction at once. Generate 3D particle emitters positioned and animated in a true 3D environment with control over particles emission in x, y, and z space. Particle Illusion's move into a full-fledged 3D particle system picks up the pace. It all changed when I wrote this note to myself: 3D Emitter Shapes, Forces, Deflectors, and Emission. Honestly it took me a few years to go from what you've got here to what you see in Sanctum. You could never get the walls behind you. Feel me? In other words, if you were to try to make, whatever, a Wolfenstein engine with this as a starting point, you would see the entire level at all times. In other words, why aren't any balls disappearing as they get too close to the user's eye and pass outside of our cone of vision? That is, why doesn't it feel like I can "fly through" this thing? I'm always watching it from far away. (By "infinity" I mean the user's eye is very very far away from the thing being looked at.) When you look at this scene, every single ball is in front of you - the only reason to not see any particular ball is when it goes off the side of the screen, right? But this is an incomplete implementation of 3D. This demo is showing a rotating mass of balls - here is the kicker - as viewed from "infinity". SimecolModels is a simulation model collection, together with additional classes, demos and experimental code.This reminds me of when I realized I needed real math to achieve the 3D look - because when I wrote similar things, something bugged me about where the actual "point of view" is located, and I come here to say this is not quite the idea to be studying if people want to really advance into the third dimension. Operating systems: All operating systems on. optional: the tcltk package is required for the graphical parameter editing functions. simecol depends on the deSolve package for numerical integration. Current versions are tested with R version 3.0 or above. particle diffusion-type / random walk modelsĪ simulation model is implemented as simecol object ( simObj) with components main, holding the main model equations, rules or arbitrary program code, equations (optional, a list of possibly nested sub-models or sub-equations ), parms with model parameters, init with the initial state, inputs (optional) for external input data and times to define the simulation time and the time steps used. simecol is based on R, a freely available system for statistical computation and graphics.ordinary differential equation (ODE) models,.An object oriented approach is used to provide a consistent but still flexible and extensible way to implement simulation models of different types: The package is intended to give users (students and scientists) an interactive environment to implement, distribute, simulate and document basic and advanced ecological models without the need to write long simulation programs. Simecol (simulation of ecological systems) is a lightweight R package that employs an object oriented paradigm for the implementation of dynamic simulation models.
