Browse Search Popular Register Upload Rules User list Login:
Search:
Yes, simpler but not undoable.
Nice symmetry and operation. It's like squeezing a bar of soap. The soap travels much faster than your fingers. :tup:
Nice job. Looks and runs great. :tup: :tup:
Wild Bill,

Thanks for the comment. Your Boogie Boarding Chick / Wave Machine V-1,3 scene is way better than this scene.

Xray,

Thanks for the suggestions.
I did not include every property of each object created with the glue2bckgnd function. It should not be too difficult for you to add more properties if desired.
4.7 sec @ 500 Hz
Looks good. This scene has better surfer and water control, more surfer flexibility, and a better thumbnail image than my scene. Please let me know if you know of any way to create a custom thumbnail.
I had tried method #3 in the past and Algodoo handled it OK but Algobox rejected it, so I fell back to method #1. I just retried method #3 except instead of using a "new clear scene", I used the original scene, paused it half way through, and then saved it. I then updated the thumb.png and checksum in the original scene and now it's working OK.

Thanks for the response. I wouldn't have retried it if you hadn't said anything.
Last edited at 2014/04/26 00:04:22 by s_noonan
The reason your dragster scene shakes is because the camera x position is 72000. If the dragster is moved closer to position [0,0], then the shaking will stop.
Nice job on this scene. The scene works well and I don't see any problem with it.:tup: :tup:
If no friction (sliding friction, air friction, or other), then no energy loss.
Potential energy (due to original position and gravity) is converted to rotational energy.
Regarding:
"But my rally car is really close to the center. It was shaking almost as bad as that dragster."
1. Was it shaking when the scene was stopped?
2. What did you do to fix it?
Regarding:
"it's usually ones that are glued together"
If this happens only when the scene is running, then most likely some overlapping geometries have the same collision layer and are not glued together. Even if they were glued together at one time, gluing additional objects and ungluing subsets of objects may have unpredictable results. A test for overlapping colliding geometries is to save your scene and then take everything in the scene and uncheck all collision layers. If things stop shaking, then you know what (but not where) the problem is.
If the shaking objects are part of an engine or attached to a spring, then increasing sim.frequency may help.
Last edited at 2014/04/26 21:25:52 by s_noonan
We may be looking at two different problems:
1. Camera shakes when too far away from origin.
Comment: The killer planes are 1000 meters from the origin. It appears that the Algodoo camera can't handle objects way beyond 1000 meters.
2. Objects glued together migrate relative to each other.
Comment: I don't know what causes this and can't seem to force it to happen. It appears that gluing together and using a fixate perform similar functions but use different methods. Maybe the methods conflict if you use a combination of fixate and gluing together. Normally in mechanical, electrical, and software systems you don't want two things determining the same output unless the components or functions match perfectly or have some compliance.

In regards to the belt and tire, if you just tighten up the belt a little, then all your problems will be solved.
I did some tests and it appears that Algodoo does a good job tracking "glued together" and fixated objects and doesn't allow over-definition (two things determining the same output). I tried stretching the fixate mechanically and through code and can't seem to do it. It is interesting to note that both fixates and axles (fixJoint and hinges) are over-defined (both have geom0pos and geom1pos, but only need one of those to determine its world position). In the case of hinges, the hinge will stretch (compliance) if things don't add up right. In the case of fixJoints, the fixate will maintain its relative position with the top object if things don't add up right.

It appears that there is an opportunity for someone to create a "Migrating Object" scene that somehow demonstrates the problem. I would do it myself, but I don't know how to do it.
3.99 sec
AMD A10-5700 APU, 3.40 GHz, 8.00 GB RAM, Win 8.1
Ok, I can get a fixjoint to appear between two separate objects, but the fixjoint looks crisp (not blurry) and the connected objects do not migrate, so I don't see the connection between this and the migrating object problem. I also don't see the connection between Kilinich's "Super Portal Demo" scene and scene.my.clone.pos, fixjoints, or migrating objects since none of those are in the scene.
OK. Thanks for making me aware of that.

So here's the best story I can come up with:

Every time you run and then undo a scene all the objects are spawned on the redo. For some reason the objects don't come back in the exact location and complicated shapes are worse at relocating than simple boxes or circles. Also the location error gets larger the further you are from the origin. I'm not sure if the story is true but its my best guess.
Last edited at 2014/04/28 00:43:00 by s_noonan
Good. :tup: :tup:
Thanks for noticing.
This is the strongest electric motor that I've seen in Algodoo.:tup: :tup:
Scenes without scene.my can be copied and pasted without having to initialize global variables. They can also be used as Phunlets.
If A Then
B
Else
C
End If

Looks like this in Algodoo:

A ? {B}:{C};

Great looking lava and smoke.
Last edited at 2014/05/06 21:50:11 by s_noonan
Yes, everything looks and runs great from the overall view down to the spark plug spark.:tup: :tup:
Good idea. Well executed.:tup:
The boy looks like a young Jim Jones. I hear he always liked Kool Aid, although in this picture he doesn't look too impressed.
Last edited at 2014/05/11 00:07:01 by s_noonan
Thanks for the comments and ratings guys. Kilinich, don't leave yet, you are like Master Kan. I mean you look like Master Kan. No, wait, I mean you are like an Algodoo Master Kan.
Good ideas, feel free to modify and repost this scene.
I think it looks better if the houses are stationary like Ninni's Planet with time. It may be tricky to do it now that the scene is completed. This is one way to do it if you choose to:

1. Select everything (Ctrl-A).
2. Uncheck "Track rotation".
3. Uncheck "Follow".
4. Deselect everything.
5. Put a small box near the middle house.
6. Use the box tool to select both the small box and middle house.
7. Right click on the small box.
8. Check "Follow".
9. Check "Track Rotation".
10. Delete the small box.
11. Save the scene.
12. Run the scene.

The reason for the steps above is because the houses are not directly selectable since they are behind a big circle. Maybe somebody knows an easier way to do this and will comment below.
Works well. Nice work. Impressive coding. :tup: :tup:
previous | 1 … 37 38 39 40 41 … 121 | next