TheRamp v0r13, that is to say, 0.13
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New in this
version:
- Start
man halfway along path, so he is not camouflaged by the wall.
- Simple
module starts with Force graph maximized.
- Force
graph contains a graph slider.
- Ramp
& block change color when friction is high (single discrete change)
Remaining
Features
Questions:
- Rename
or coname Applied Force to Push or Man or Applied (push) or something
like that. I don’t think students will
easily make the connection between applied and the push?
- Some
other object (not a brick wall) at the top of the ramp?
- Someone
else suggested this, I think a brick wall is fine.
- Block
incorrectly curves around a 90 degree angle.
- Should
we ignore this?
- Or
restrict the angle of the ramp?
- Or
implement correct crash physics?
- Button
sizes are locked on moving man—should we fix the button sizes here as
well?
- Right
now it’s almost impossible to see what’s happening on the graphs when
all three are displayed. Should
we try to alleviate this? Or should we
optimize for (at most) 2 maximized graphs at once?
- Should
switching objects clear friction? Should
it clear the graphs?
Graphics:
- Striped
Arrow coordinate view stripes for perp & parallel?
- My
technique will be difficult for perp & parallel.
We shall confer about the Cartesian arrow graphics before
pursuing.
Internal:
- Convert
layout code to size-agnostic (not hard-coded).
Finalizing:
Extremely Low
Priority:
- Water
splash should hit the block.
- Reduce
overlapping of force vector labels.
- The
lines and axis labels appear fuzzy on the edges but are clean on moving
man. This seems to be related to the resize mechanism we’re using here
(different from moving man.)
- Refactor
RampLookAndFeel to be field of RampPanel?
- Test at
lower resolution.
- Wiggle
me to drag the ramp (2nd panel only).
- Performance
Enhancement.
- How
to render images at high resolution at view scale = 1.0?