Browse Search Popular Register Upload Rules User list Login:
Search:
Good.:tup:
Whoever down rated this scene (was not me) should have the common decency to say why.

The only thing I noticed was that the scene was not using the last frame of each animation. This is what I did to correct it.

1. Removed code from controllerACC and inserted 11.0.
2. Set timeToLive = +inf.
3. Entered the following in the update event:
s = 1.0;
texturematrix = [0.5, 0.0, math.toInt(sim.time % (1.0 / s) * 8.0 * s) * 0.125 + 0.0625, 0.0, 4.0440359, 0.50182062, 0.0, 0.0, 1.0]

Note: Variable s sets the speed of the animation.
I concur. I previously rated it highly for the same reason.
Feel free to use the code to update your scene if desired. I'm sure Xray would like it because he loves the mod (%) operator.
Nice mechanism. Works well. :tup:
Xray,

Thanks for the feedback. The joint assembly fails if you are not close to an indexed position. This is because I purposely made the axle hingeConstant very small. When checking the centering ability, it is best to use the move tool.
Gent,

Thanks. I concur.

Xray,

Thanks.
Last edited at 2013/06/27 10:32:30 by s_noonan
The Move tool since it disables collisions while moving. Right click the rotor if you also wish to rotate it. Usually the Hirth joint is very close to its final position before it is assembled or clamped. It is similar to assembling a spline. You normally wouldn't try to assemble a spline by jamming the teeth together. It's like trying to put a square block into a square hole by forcing the block through diagonally. This scene falls short because it allows a user to try to assemble the Hirth coupling when the rotor is in line with the stator. I may fix this.
Thanks for pointing this out. I think I fixed it. You can try breaking it again.
Nice first scene.:tup:
The numb ear did bawls our knot awl the seam wait. Note: Eye spell chucked this come mint jest too make shore their our know spell inn ear ours. This is bee cause eye care about spell inn bee cause eye all ways cared a boat it wile eye was inn skull any weigh is, sew y shoed eye knot car a boat it now?
Last edited at 2013/06/29 10:55:11 by s_noonan
This scene proves that you can go back in time. It also proves that going back in time changes the future.
Nicely done. I have two suggestions if you are up to the challenge:

1. Have the second hand go to 12 when setting the time.
2. Eliminate axles and clock hands by using textureMatrix to rotate images of hands.

The easier way to make a thyme clock with no mechanical parts might be to use the text property of a box to display the time.
Looks good. Works well. :tup:
Well done, but needs a tail.
You can reverse the boat when it gets to the end if you do the following:

1. Select the whole boat (It is OK if you happen to get some water along with it).
2. Right click > Controller > Mirror Key > "x"

Now if you press "x" while the scene is running, the boat will reverse direction.
Good scene. Works well, but I can't read your mind.
Last edited at 2013/07/10 01:54:02 by s_noonan
Nicely done. This scene is more artistic than most found in Algobox. :tup: :tup:
Eggs sell lent (spill chucked).
Great first scene. Well done. Easy to control. :tup: :tup:
Why "sim.running = true" in the update event?
Yes. I might like to start and stop the simulation, but you have taken that choice away from me.
Am I missing something? With that code in place I can't stop or restart the scene.
lololoer,

If you are frustrated, then be more specific. Maybe I can help.
Very Cool. Well done. :tup: :tup:
Well done. Many years ago I wrote a program to decode Morse code from a shortwave radio. It also had a speed adjustment. It was pretty cool when I first saw random letters turn into words as the speed adjustment was tuned.:tup: :tup:
I noticed that this scene is similar to Mouse Movement Detection.
Very well done. This was my first time playing PacMan, so I really don't have anything to compare it to. Everything was smooth and responsive. It must have taken you a while to program this. :tup: :tup:
Thanks for the suggestion. This scene is deceptively simple, but I thought it was interesting because it operates as a feedback control circuit where the motor/pulley combination act like a force amplifier that is governed by negative feedback from the slack side of the rope. I did this experiment a while ago in real life with nylon monofilament and aluminum pulleys and was amazed at the how constant the force was. My recollection was that the force uniformity was limited mainly by the eccentricity of the pulleys which were out only a few thousandths of an inch. You can increase the speed of the pulleys and the force will not change.
Last edited at 2013/07/24 23:08:57 by s_noonan
Nicely done. Very original. :tup:

One suggestion: In the position equation, I think you should multiply using the Range value in stead of dividing. Presently if you use a range of [5,5] the spot has a range of +/- 0.2 for x and y instead of +/- 5. Another option may be to multiply the sin and cos terms by Range/2, then a range setting of 5 would yield a range of +/- 2.5.
previous | 1 … 23 24 25 26 27 … 121 | next