not sure I have tried several ways to make the people move in a circle but they just don't go. Please help.
Here is my netlogo design, basically i have people standing in a circle but when I ask them to move, i do not know how to ask them to move in the circle.
When I hit the go button in netlogo, they do not even move. If I use fd 1, they just go everywhere, if i try to use the circle and distance they only go completely around the circle but never stop.
Thanks a Bunch,
R
See the circling example in the NetLogo Models Library:
http://ccl.northwestern.edu/netlogo/models/TurtlesCircling
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Hello everyone!
I had a plan to make all of these cubes rotate around in a conveyor belt fashion.
My first thought was to animate each one to rotate around. I haven't done that option because I feel like that would overall cause issues.
My second thought was to make a bunch of empty lerp points, have the objects lerp around and have a trigger on the end set their rotation to about the right angle of the black conveyor belt center.
These will most likely both work, but may take more effort than is necessary.
Is there a better way to do this? Does Unity have a feature that I am unaware of?
Thank you for your help!
I am trying to create a static grass area with particles and I've been trying to change the color of the particles depending how far are from the emitter, but I had no luck. (This is because I need the grass to look yellow in the far edges of the grass area).
If you can point me in the right direction or have some similar shaders I will really appreciate it.
Thanks!
PD: why I am doing grass with particles? Great question, I am experimenting in ways to make great performance grass area for Augmented Reality in mobile. If you know any other way, let me know!
fortunately had someone helping me for this. If you wonder what worked: creating a C# script to know the distance from the emitter, then modify the particle shader and use the distance to create a fading to the new tint color variable. Used Amplify for this. If you have a similar problem do no hesitate to contact me. Sharing is caring.
I'm working on a model of an event in a specific building. I have the floorplan. There's one issue: the building is large enough that if I make the walls take up a whole patch, making them easy to factor into pathfinding, the model is too large to run. So I have them narrower, and am treating them as turtles.
But people are still walking through walls. I want them to not walk through walls.
There's an intersection model in the library that means I can tell when someone has already walked into a wall, but that doesn't help with pathfinding. I can also draw lines where the walls are. But I'm not sure how to or even if it's possible to have lines register as locations.
Additionally, if I just use the whole patch that a wall occupies, that means there are no actual viable paths.
So: how can I make a turtle that is less than a tenth of a patch wide impermeable to other turtles using a pathfinding algorithm?
The workaround I tried ended up being the massively increased number of patches, which added granularity to the simulation, which was cool.
The fix ended up being taking my floorplan and turning it into a png of just the walls and then uploading that and making it so agents couldn't walk through patches that color.
I want to spawn sprites in random spots outside of the view. Then I want each sprite to move towards the center of the screen and out the other side.
Anyone have a solution? I'm not sure how to accomplish this.
Here's my code:
I didn't realize it was as simple as spawning the sprites at a certain point, and then telling them to move to another point. I've learned so much in the two days since I asked this question.
I am working on a project to create a flight control simulator in NetLogo. I know the physics of a plane necessary for flight, but I don't understand how to incorporate that into code and how to create a turtle on a background of patches so that as I control the turtle (which performs the function of the plane) the background of patches moves (as if it were the sky). I don't know where to start especially with the coding. Any ideas, tips, hints? please.
I'm not sure if I completely understand but it sounds like you want to move the turtle (you already know how) but want the turtle to stay in the center of the view and the background to move behind it.
I think you would control the turtle as you have planned, but if you want to visualize it as you are describing with the patches moving behind it, you need to call
follow turtle 0
Where turtle 0 is the turtle you are moving as a plane. This just needs to be called once in some setup routine.