Game menu

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The main menu is accessed by pressing the escape key, or by clicking on "Menu" in the tool menu. The main menu allows you to save and load files, quit the game, adjust keyboard preferences, and contains numerous other options.

Contents

Main Menu

New Machine

Clear all current work in progress and begin a new machine.

Save Machine

Saves the current machine in your /Machines folder.

  • The Windows folder is located at Drive:\Documents and Settings\username\Machines
  • The Linux folder is located in your /home/username/Machines

Load Machine

Clear the current machine and load a new one.

Import Machine

Import another machine into the current workspace.

Record Video

Settings for video recording and control to begin recording. (also under Settings -> Recording options)

Exit Program

Self evident.

Settings

Display

The display sub-menu contains options to adjust the graphics quality to optimize performance on your computer. If you have a low-end graphics card or are encountering lag, you can try reducing the graphics quality (note that this will not affect how the physics is run). This menu also allows you to adjust the game resolution. If you switch aspect ratios (e.g. changing from 640x480 to 840x480), the graphics might be distorted until you restart the program.

Keyboard

View and customize the current control settings of Golems.

Recording Options

Settings for video recording and control to begin recording.

Machine

Name

In addition to the filename, you may set an internal name for your machine. Where you may name a file something like 'rocket01, rocket02, etc. the Name field in this section will remain static until it is changed.

Description

Here you may add an extended description of your machine. You could include instructions, ideas or give credit to somebody, or take credit for your work.

Environment

Speed

Sets the speed the machine plays back at when physics mode is engaged.

Gravity

If you set gravity as -9.81 on the y axis, then you are accelerating downwards at 9.81 units per second^2, which would make the distance units meters (assuming you are on earth - if you are not, then this scale is meaningless here). If you set gravity as -981 units, then you are accelerating downwards at 981 units per second^2, which would make the distance units cm.

The default densities for objects, however, are given in kg/L, which is equivalent to g/cm^3 but NOT to kg/m^3. Which is to say, that if you use the default densities, there are all exactly 1000 times too small if you consider the units to be meters.

In short, the most physically correct way to look at the Golems default settings is as being in centimeters, but with gravity at 1/10 of what earth gravity is at sea level. Which begs the question... why? Well, originally it was an accident. However, as it turns out, designing things that run in 1/10th gravity is much easier, especially for beginners, than designing things that run in full earth gravity. It also makes things easier on the physics engine. In other words, we got used to it, and now I am reluctant to change the settings.

This is something to consider changing in the future, and I could correct it in a number of ways... but this works quite nicely as it is.

The most natural way to look at things is that the units are cm, and gravity is 1/10 of earth as a result. Or, if you like the default gravity, then the most natural scale is meters, in which case things fall at the correct rate, but their densities are 1000 times too small. But the scale is entirely up to you, as is the gravity, and makes very little difference most of the time.

Angle to snap to (degrees)

When rotating objects with Snap Mode on, they will lock in at this specified number of degrees. For simple machines, 15 degrees (default) is usually sufficient, however when finer precision is required, this is customizable.

Grid Spacing

A formation produced using grid mode
A formation produced using grid mode

Grid mode allows you to "snap" objects between equally-spaced intervals. It is useful for when precisely-aligned components are needed, such as wheels and axles. It also allows you to "snap" while rotating an object between specified angles, and to snap objects to certain scales.

The default grid spacing is 1.0, but this can be adjusted in the Environment menu. Each axis (X, Y, Z) can have a different grid setting. The default angle interval is 15 degrees but this, too, can be customized.

There is always one grid point at the origin. This, combined with the grid spacing, determines the location of all the other grid points.

With a few exceptions, an object's centroid is what centers on the grid space. Therefore, resizing certain objects can occasionally cause them to leave the grid - for example, if a cube is stretched. When it is next moved in grid mode, it will re-center itself on the grid.

Axles center on the interface between the large and small half. Therefore, resizing axles will not cause them to wander off the grid.

Destroyable towers and walls can be easily produced by using a grid size such as 1.001 with blocks of size 1. Copying the block several times produces an array of blocks that are disconnected but closely spaced.

Grid mode is activated by pressing Caps Lock, or by clicking on the "Snap" indicator at the bottom right of the screen.


Background

By default, Golem's workspace background is quite basic and dark. This setting allows you to choose a color or 'skybox' (texture) to make your project look brighter and bring more life into your scene.

  • You may toggle the visibility of the workspace grid by checking the box beneath the dropdown menu.
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