[IAEP] something to aspire to...
forster at ozonline.com.au
forster at ozonline.com.au
Fri Jan 13 14:37:50 EST 2012
Game programming languages such as Game Maker handle collisions fairly
well. Unfortunately Game Maker is only available for Windows and Mac.
The sample "Superball" at
http://www.rupert.id.au/schoolgamemaker/samples3/ simulates inclined
planes and Newton's Cradle fairly well though I did need to do some
cheats in the programming.
It would be good to see similar collision checking (and high execution
speed) in one of the open source Turtle languages
Quoting Alan Kay <alan.nemo at yahoo.com>:
> Many years ago, Takashi Yamamiya did this in Etoys using the open
> source system ODE ...
> You can get lots of nice effects, etc.
> But most of the physics plugins -- like ODE -- are quite opaque as
> to what they are doing and how. They tend to deify Newton's laws
> away from their scientific and mathematical basis into something
> more like the "providential angels" that were used as explanations
> before Newton.
> What is needed pedagogically and epistemologically is a "Model-T"
> scriptable by the children physics language that can be backed up
> with a highly optimized version. This is almost doable in any of the
> systems that use Turtle Geometry (Turtle Art, Etoys, Scratch, Logo,
> starLogo, etc.). A key missing component in all of these systems is
> really efficient collision detection (this has been done in many
> video games, but is not now in the above systems). Etoys can detect
> collisions, but it is both inefficient and requires even more work
> to figure out what a collision actually means for particular shapes.
>> From: Andres Aguirre <aguirrea at gmail.com>
>> To: Walter Bender <walter.bender at gmail.com>
>> Cc: iaep <iaep at lists.sugarlabs.org>; Alan Jhonn Aguiar Schwyn
>> <alanjas at hotmail.com>; Dr. Gerald Ardito <gerald.ardito at gmail.com>;
>> Guzmán Trinidad <guzman.trinidad at gmail.com>
>> Sent: Friday, January 13, 2012 6:48 AM
>> Subject: Re: [IAEP] something to aspire to...
>> it will be great that the physics plugin could interact with the
>> turtle, I mean that if I define a polygon in some place of the screen
>> and then I ask the turtle to move, the turtle could interact with the
>> object depending on the physics properties of that object (density,
>> friction, etc). With butiá team we are working in a butiá simulator
>> build as a plugin for turtle blocks, at the moment only the distance
>> sensor block, the grayscale sensor block and the push button block of
>> the butia palette are simulated, so if I dont have the robot I could
>> test the same program made for the robot but in a virtual world. In
>> this case having the turtle with more physics interaction will be
>> great for a more realistic simulation but also could be good to
>> implement virtual Rube Goldberg machines... imagine many turtles
>> moving in this machines at the same time ;) ....
>> 2012/1/8 Walter Bender <walter.bender at gmail.com>:
>>> 2012/1/8 Dr. Gerald Ardito <gerald.ardito at gmail.com>:
>>>> What about an Activity (maybe branching from Physics) that would allow
>>>> children to build their own virtual Rube Goldberg machines?
>>> The Physics plug in to Turtle Art might be a start.
>>>> I would be happy to help.
>>>> 2012/1/8 Walter Bender <walter.bender at gmail.com>
>>>>> Walter Bender
>>>>> Sugar Labs
>>>>> IAEP -- It's An Education Project (not a laptop project!)
>>>>> IAEP at lists.sugarlabs.org
>>> Walter Bender
>>> Sugar Labs
>> IAEP -- It's An Education Project (not a laptop project!)
>> IAEP at lists.sugarlabs.org
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