SketchyPhysicsWiki
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==Critical Mistakes==
 
==Critical Mistakes==
 
(These can cause BIG issues.)
 
(These can cause BIG issues.)
# '''Stack a huge amount of textured blocks onto each other and turn on "shadows.''' Depending on your computer, the sheer number of calculations that have to be made regarding texture movement, collision and what should happen, etc. will give you a nice pretty bugsplat. At the very least, it will slow your simulation down to a crawl.
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# '''Stack a huge amount of textured blocks onto each other and turn on "shadows:''' Depending on your computer, the sheer number of calculations that have to be made regarding texture movement, collision and what should happen, etc. will give you a nice pretty bugsplat. At the very least, it will slow your simulation down to a crawl.
   
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#'''Set a subgroup inside a movable object to "staticmesh."''' Again, a nice pretty bugsplat.
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#'''Set a subgroup inside a movable object to "staticmesh:"''' Again, a nice pretty bugsplat.
   
   
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(These are not as big, but can still be very annoying.)
 
(These are not as big, but can still be very annoying.)
   
#'''Resizing a convex hull.''' Due to a glitch, the convex hull will no longer detect collision. If you need to resize it, set the object to "default," resize it, and then set it back to "convexhull."
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#'''Resizing a convex hull:''' Due to a glitch, the convex hull will no longer detect collision. If you need to resize it, set the object to "default," resize it, and then set it back to "convexhull."
 
[[Category:Tutorials]]
 
[[Category:Tutorials]]

Revision as of 16:17, 9 May 2009

No matter how adventurous of a Sketchyphysics user you are, there are some things that you should simply NOT do. These can create glitches, or possibly even crash the simulation.

NOTE: this list is incomplete. Please add

Critical Mistakes

(These can cause BIG issues.)

  1. Stack a huge amount of textured blocks onto each other and turn on "shadows: Depending on your computer, the sheer number of calculations that have to be made regarding texture movement, collision and what should happen, etc. will give you a nice pretty bugsplat. At the very least, it will slow your simulation down to a crawl.


  1. Set a subgroup inside a movable object to "staticmesh:" Again, a nice pretty bugsplat.


"Lesser" Mistakes

(These are not as big, but can still be very annoying.)

  1. Resizing a convex hull: Due to a glitch, the convex hull will no longer detect collision. If you need to resize it, set the object to "default," resize it, and then set it back to "convexhull."