Remember that here they are called Profile, not channel
And nice to see you want to teach people(especially these algodecathlon kids) how to do some things :3
If you like, I can teach you some advanced things while you teach people basic things. This way we ladder things up until you can also teach people advanced things
Well, we DO have our AlgodooBuildingCommunity as a Google+ website where we also share projects with each other since uploading them here would not be efficient. But we really only allow people that are not part of the marble community, since this is OUR place and not yet another kindergarden. If you make modern scenes, you are allowed to join, but otherwise you need to stay out Link
This "entity" is made of 256 pieces of velocity. These seperate parts collide with the enviroment, thus changing their direction. This change is transmitted across the other parts, and after a few collisions, the total velocity actually turns around, resulting the blob to change direction. And since these particles move at high speed, the amount of collisions can be really high, so the time it takes to turn around is really short. And even if its far from the walls, the very moment even 1 particle changes velocity due to collision, it influences the rest of the blob using it's attraction and collision. So imagine it like a rubbery piece of wool. Even tho the actual wool has a really low "density" as in, actual material in the space it occupies, when it lies on the ground, only a few pieces of string have to touch the ground, while holding the rest. Now if you imagine it to be elastic, that would mean that it's center only has to get "close" to the ground, and the strings would result in it "bouncing" back
How to you know what to combine in what way to get your results and how are you still able to se through this mechanical madness o.o
I mean, you could construct a mechanical drone in real life if you had the tools to do so! You maybe could reinvent the clockwork engine if you had the time and materials to do so
You clearly are talented in mechanics, as you are pretty much the only user on Algobox that's able to combine mechanical pieces into "circuits" that do tasks one usually only does in thyme. Keep up the good work!
There is a way, but I'm not sure how exactly to play around with the variables.
Basically, what you have to keep in mind is, the highter the velocity and the size, the larger the air friction. Then there are some crazy equations that work with orientation and form of the body, but for a general "air friction", you can for example divide the velocity of something by a set value, like 1.0008, every frame(poststep). I am not sure how the exact equations are like, but I can tell you that it bases on steadily slowing the velocity by taking a part of it every frame. If its a standart division, or some sort of square root, I don't know right now, but it's an idea.
Text scenes are scenes who are MADE just so people read some text! It does NOT matter what else is inside, if the purpose is that people get some message, it is a text scene and deserves to go somewhere else
I usually use the math.toint(rand.uniform01*X) method. Replace X with the number range, and voila, you get a random number generator between 0 and the set number + 1 ^^
The green wheels neutralice each other's acceleration, so the cart keeps on "sliding" across the ground. Once it reaches an edge, one of the wheels looses connection to the ground, thus giving the other one the ability to accellerate the vehicle. The whole Vehicle accellerates to the opposing direction, and once the wheel touches the ground again, "slides" across the ground again
Level editting would be really hard since the objects have to communicate with each other, and that requires a lot of variables that would need to be manually set, which is not good for a user-friendly editor