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Thanks for taking the time to check out the scene and the rating. This scene took way longer than I expected.
Q: When measuring three teeth at a time, doesn't that cause the infamous problem of accumulating tolerances over the entire length of the rack?
A: The scene works on the assumption that the location of 2 teeth (the green ones) are known. They could be any 2 teeth. The first reference tooth can be considered [0,0]. If the second point is known then the math will figure the best fit numbers between the two points, else you get an accumulation of tolerances. I tried the scene without a second point and got [-2.7,1.8] instead of [0,0] for tooth 6. A real measuring tool may not be as accurate as the simulated tool.
Set app.defaults.glueToWorld to false or reset Algodoo.
Nice work. This scene is very easy use and has a nice presentation. The code behind the scene is fairy involved, so I started digging into it. I thought "Why abstract the game board to an array when the objects themselves have all the necessary info?". The code is in the response scene.
Last edited at 2023/09/24 20:13:51 by s_noonan
My perspective is that your code is very effective and better than most coders on Algobox. I also think that the concept of the scene is more important than the coding. If I had a good idea for a scene, then I would probably be making that scene instead of picking on yours. The reason I suggest code changes is because I'm always trying to make my code simpler and appreciate it when somebody shows me a better way (like your code suggestion for the Rolling Stone scene). Another reason is it might make future scenes easier. In this case, the code suggestion would make scaling up to larger grids trivial.
Last edited at 2023/09/25 10:06:40 by s_noonan
Thanks.
Nice work.:tup:
Nice improvement. That < light speed block shifting would be difficult to implement in my code approach.
Q: Did you run into the same problem with your scene?
A: No. I think I lucked out. The 0.05 step value automatically got saved as 0.050000001 in Algodoo. I will change my code slightly to handle edge cases.
I calculated "% lag weights" for each marble they are 16.0, 2.5, 3.4, 0.4, and 0.3 for sponge, rings, sparkle, swirl, and circle marbles. The % lag weight was calculated from (1-%lag/100)/numOfCopies when the scene had approx 50% lag. This calculation is system dependent.
Last edited at 2023/09/30 17:37:58 by s_noonan
Looking good.:tup:
(3) modes (0,1, and 2):

In script entry box:
_c = 0.0;
_mode = 0;
_dir = 1.0;

postStep:
_index == math.toInt(_c) ? {
  color = [color(0), color(1), color(2), 1]
} : {
  color = [color(0), color(1), color(2), 0]
};
_c = _c + _dir * 0.5;
_c > 15 ? {
  _mode == 0 ? {
    _c = 0;
    _dir = 1.0
  } : {
    _c = 14;
    _dir = -1.0
  }
} : {};
_c < 0 ? {
  _mode == 1 ? {
    _c = 15;
    _dir = -1.0
  } : {
    _c = 0;
    _dir = 1.0
  }
} : {}
Last edited at 2024/03/28 10:29:31 by s_noonan
Thanks. It's a little on the "heavy" side for me with a % lag weight of 85%.
Nice work.:tup:
Now % lag weight of 11%. I don't know where Oliver went. He was here a while ago.
It just keeps getting better.:tup:
Thanks.
A 8X8 grid of boxes at rest at the origin is hit by the blue ball coming from the right. Solving the conservation of momentum equation for the system will give the original speed and direction of the blue ball.
Last edited at 2023/10/05 11:44:13 by s_noonan
Q: How long has it been since the mysterious event.
A: 20 seconds.

8X8 boxes centered at [0,0]. Circle at [1,1]. All velocities zero at start.

I'm waiting patiently by the mail box for my winning prize.
Last edited at 2023/10/06 19:34:25 by s_noonan
1. I couldn't solve the puzzle on my own so I downloaded the game and also downloaded an android emulator for Windows. I then found the exact puzzle which had a solution video which I screen grabbed. I took the screen grabbed video and extracted (1) frame jpg a second from it. I then automatically changed the jpeg image size to 50% of the original and renamed the files. I then took all the files and put them in the scene. So the solution is snapshots at one second intervals which averages out to be about 1 image per move. It's not exact, but it's enough information to figure out the solution. I could have exported 30 images per second and cherry picked 68 images, but I didn't. Diagonal moves are allowed in the original game if there is space for (2) rectilinear moves that would accomplish the same thing.

2. Q: What is "entity"?
A: Entity is the object itself. It's what you get if you execute entityByID(entityID) in thyme.
Q: How does that parameter get its value?
A: It's implicit.
I'm not sure what "e" is. Some object I guess. I think it has different properties for different functions. Thyme lets me use it in the scene.my functions, but I don't understand it fully.
20.13 seconds or 1208 frames if 60 frames per second.
If Xray was paying attention he should have guessed 1 greater or 1 less than my number of frames. Since nobody else guessed, any guess I made would be the closest guess. Did you calculate the number of frames or is there some way that Algodoo displays the number of frames? Should we disclose how this was solved, now that I received my cookie in the mail?
Thanks.
Q: Did you do that because you were not able to wrap one long spring around the two pulleys?
A: Yes.

Q: Would it produce a different result if you had done that?
A: No, I would expect pulley rotation and "rope" tension to be about the same, but springs don't wrap in Algodoo.

I added the metallic pulleys so that the pulleys would appear to be in synch with the "rope".

Thanks for the article link. Why Snatch Blocks are AWESOME (How Pulleys Work) - Smarter Every Day 228 is also good.
I did something similar in Massive Spring and resorted to air friction. I'm not sure how spring dampening scales.
Very clever how you did this scene.:tup:
Score: 28 (by pausing the scene and trying multiple times at each hole).:tup:
Works well. Nice coding. :tup:

The only problem I ran into is I initially tried putting puzzle pieces in the corners of the wooden frame.
Well done.:tup:
Very cool. Another version I was thinking of was to set it up so that every time you click the simulation run button in a new image, a new half size image gets created that has a coded "run" button. I won't be doing this anytime soon, so anybody can make it if they are up to the challenge.
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