you have to enter through a browser (firefox, chrome or internet explorer) to any scene and then you'll have the option to rate. Copy the url you see up in the algodoo browser
You got some big density trouble there. Also if you change the polygons with more basic parts like boxes and circles it will work way better on lower frequencies
It's not the inaccuracy, but that our engines get a lot stronger at higher frequencies. They get stronger because balls collide more ticks with the cylinder.
Otherwise 100 Hz is enough for the gearing and all
I use 2.0.2b15 because my comp handles "new rendering pipeline" (a.k.a forget old pentium 4's) at 2 fps. I'm planning on buying a new computer in some time, but for now I can't. If 2.1.0 had the option to disable shaders i would be using it
Yes, I meant that if you replaced the whole engine with a motor of infinite torque and high RPM then if you ran the scene at 100 or 1000 Hz the only change would be in the gearbox and traction wheel.
Also engines work better with higher frequencies, and my thought is that as Algodoo tries to separate the cylinder and the spawned ball with the maximum force it can apply (because it's unrealistic to have two geometries overlapped) then it does the same force at higher frequencies, but in each tick. Then if Algodoo could apply 100 Nm in one tick of a sim at low frequency (let's say 100 Hz), it will apply 100 Nm in ten ticks, if you raise sim.frequency to 1000 Hz. Again, my thought.
I'd like to have that piece of code. I've made a little test too (like yours) with two 1 meter circles, but measuring sim.ticks, and i've found that even if those circles are concentric or are overlapped 1 pixel, Algodoo will take 8 ticks at 100 Hz (7 counted by eye at 0.025x simulation speed, must be my thyme code to detect this) to sepair them, and 53 ticks at 1000 Hz. No matter how much the circles are overlapped, Algodoo will apply a certain force to sepair them, always lasting 8 or 7 ticks at 100 Hz.
You can use mouse click instead of return, with modded lasers. Also, isn't it easier to edit the thumbnail of the .phz file, instead of putting a rectangle with the thumbnail texture?
It's easy.
Bueno soy argentino xD
Primero necesitas el .phz, es un archivo comprimido, abrilo con algún compresor (yo uso winrar). ahí estan las texturas en una carpeta, el thumbnail y el .phn. Cambia el thumbnail por la imagen que quieras (fijate que sean de la misma resolución) y subí el nuevo archivo desde un navegador.
Espero que te haya servido