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Protein Design Partition Tournament

We are announcing a friendly protein design tournament for Foldit players! The tournament will function slightly differently from the regular design puzzles that players are used to, but we think it could yield better protein designs.

Check out the the blog for more details, and play the Phase One Design Puzzle now!

(Thu, 08/30/2018 - 23:12  |  0 comments)

Developer Preview Release Soon

Hey everyone,

We're going to be releasing an update to the developer preview soon with the following fixes and features:

* Added display for new puzzle difficulty settings.

Ligand Design:
* Added a Ligand NChi filter - a bonus filter which will count the number of rotatable bonds and penalize long/floppy ligands appropriately.

Bug Fixes:
* Further fixes for the 'asymmetry introduced' issue.
* Further fixes to ensure solutions which do not pass filters do not get credit.

(Wed, 08/29/2018 - 21:37  |  0 comments)

New blog post: Partition functions

Check the blog for part two in a series of blog posts about the protein design problem!

(Mon, 08/27/2018 - 21:00  |  0 comments)

New blog post: The problem of protein design

Check the blog for a new post about protein design!

This is Part One of a three-part blog about some of the problems in protein design, and how we can think about addressing them.

(Fri, 08/24/2018 - 21:48  |  0 comments)

New Release!

Hi everyone!

We're finally pushing out our new release, with the following fixes and changes. This also includes the new Mac 64-bit version - though for now, you can continue to use the 32-bit version. If you want to try your 64-bit hand on Mac, you can download the new installer here: http://fold.it/dist/external/Foldit-macos_x64.dmg

* Added some additional instrumenting to report crashes and errors to the server.
* The initial code for always-positive conditions (now bonuses) is being rolled out. For now, scoring will remain the same.
* A hotkey file has been added, allowing you to customize hotkeys.
* Loading screen tips have been added as an editable resource file. Suggestions for additions/changes welcome!
* Adjusted some wording in Intro puzzles and tuned difficulty.

* Additional script hooks have been added:
table filter.GetNames() - Get all filter names
table filter.GetEnabledNames() - Get active filter names
table filter.GetDisabledNames() - Get disabled filter names
bool filter.AreAllEnabled() - True if all filters are active
void filter.Enable(string) - Enables the named filter
void filter.Disable(string) - Disables the named filter
void filter.EnableAll() - Enables all filters
void filter.DisableAll() - Disables all filters
number filter.GetBonusTotal() - Total bonus score of the filters
number filter.GetBonus(string) - Bonus score of the named filter
bool filter.ConditionSatisfied(string) - Is the condition satisfied or the filter active
bool filter.IsEnabled(string) - Is the filter Enabled
string puzzle.GetStructureName() - Get the structure name of (multistart) puzzle
bool save.LoadSolutionByName(string) - Load the highest scoring solution by name
void save.SaveSolution(string) - Save a solution

Additionally, the following function has changed:
structure.SetSecondaryStructure (and selected variant) - now can specify 'a' to auto-assign structure by DSSP

Bug Fixes:
* Fixed several crashes in geometry rendering code.
* Fixed an issue in Symmetric puzzles with certain tools introducing asymmetry issues. Additionally, puzzles which once crashed when asymmetries were detected now instead cancel the running tool and report an error.

An especially big thanks to our devprev users this time for helping us test this rocky release!

(Fri, 08/10/2018 - 16:07  |  1 comment)
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Developed by: UW Center for Game Science, UW Institute for Protein Design, Northeastern University, Vanderbilt University Meiler Lab, UC Davis
Supported by: DARPA, NSF, NIH, HHMI, Amazon, Microsoft, Adobe, RosettaCommons