Thanks for uprading my scene!
The gear actually rotating looks way better than my clunky teleporting teeth. Also nice, that you took the time to go through the formulas.
I know the scene needs some work regarding ease of use and understanding. I did´nt just had the time to do it, but wanted to save my work online.
@Xray: Regarding viewers who don´t have any clue what this about, it would be wise to look for my previous scenes with this model, hence this scene is called "part 3"
Thanks for the suggestions for improvement, I will continue working on it, when i´ll have the time.
Very clever. Maybe use the tangens/arctan to get the sizes of the walls more accurate to reality as they dont actually decrease linearly with distance.
Wouldnt that be even heavier on the calculation? I mean, sure it´s more concise in the way it would make use of actual mechanical systems as an analogy... For me the focus lies on showcasing the use of the capacitor, but if wanted to be more consequential I´d do as you suggested ^^
Thanks for pointing it out. The code doesn´t work out currently on the uploaded version. The sign is supposed to change to text: "hide particles" when clicked and simultaniously hide the borders of the particles. The first part is easily enabled by adding an onSpawn line for setting sim.borders to true, but the latter still doesn´t work somehow, even though it did when I created the simulation. I´ll need to check that on my main PC when I have time.
You are very right in your ways of thinking through that. I previously looked through the wiki-page my sim is based on and the differential equations are actually based on the assumption that a hunter animal is infinetly hungry. I diverted from that in my scene: If you observe closely you can see that hunters that very recently fed arent interacting with prey animals on collision.
I didn´t include a mechanism that actively navigates hunters towards prey though. On one hand i deemed it too difficult and demanding for my pc to keep the scene running smoothly and on the other hand it probably doesn´t really matter that much.
--> I´d have to balance the hunters following the prey by giving the prey instincts to try to escape. Evolution is so fine-tuned that in the bigger picture it comes down to a game of chance.
--> If you imagine the circles not purely representing an individual hunter but rather their range of perception and a collison as getting within a range at which they can actually percieve prey (f.e. via smell), it is still kind of accurate. If we imagine all hunters to be equally good at hunting it again comes down to a game of chance of who just happens to cross ways with prey and gets to live on and procreate. This chance is mainly determined by number of prey animals (divided by area) as stated in the differential equations.
Thanks, I’m honored to have made it onto your subscription list 😄. I’ve actually been a full-time physics teacher for a year now. I create many of my scenes with the intention of using them in class, although I don’t consider all of them easy enough for my students to understand.
I’m also subscribed to quite a few creators who (at least occasionally) provide scenes that might be interesting for my work at school — including you 👍.
I very much agree with your last statement.
I happened to play with a scene from another creator recently, where predatory "Cells" actually proactively followed their prey. The creators solutions was via a code written into lasers attached to the hunter. It looked surprisingly realistic, but would probably be next to impossible to incorporate into my scene where a large number of hunters spawns and dies rapidly.
If you want to look it up it was probably called something like "cell petri-dish"
well it is essentially body of water i trapped by enclosing it in a rope, which is probably the best way to imitate a drop (forming due to surface tension) within algodoo
@Cusy_2
Io isn´t really tidally locked in my simulation because the trajoctory is far too eccentric (far more than in reality), but it´s possible if do the following:
1. place any object in the orbit of another (bigger) one.
2. spongify your object (and give any amount of rotation speed)
3. after sent into the (circular) orbit the parts of the spongified objects will rub against each other --> eventually the rotation speed will decrease until it matches exactly the revolution around the gravitational center (= tidally locked).
interesting effect indeed. the AI artifacts are pretty ugly though. As smelli pointed out this is most likely supposed to be jesus, since there are many ai-generated images like this out there, centered around jesus.