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S.A.,

Use POLYGON CREATOR. The polygons are very accurate, even if thy don't look that way.

P.S. I was wrong and you are right. The corners are rounded. I checked them by reflecting a laser off of their surface. I was going on my (faulty) memory. I should have tested it out before making the statement above.
Last edited at 2014/11/02 23:52:59 by s_noonan
Thanks for the link and feedback. This article A bicycle can be self-stable without gyroscopic or caster effects started me thinking about it. I agree, the model is not quite right. Feel free to improve it. The way I approached this scene is, in the top view, the steering angle rotates the bike frame in one direction and the trailing wheel rotates the bike frame in the opposite direction in a curve of pursuit called a tractrix. In the rear view, gravity tries to tip the bike over, while centripetal acceleration acts in a direction to upright the bike if you turn in the direction of tipping.
Thanks.

Q: Either a rotary dial or up/down arrows would be much more convenient ways to enter values, don't ya think?
A: In most cases, Yes.
Comment removed.
Last edited at 2014/11/09 12:30:09 by s_noonan
I thought that was a weird statement until I Googled "calculus dentistry". I learned something new today.
Nice work. Good coding, presentation, and explanation.:tup:
The word "retard" is offensive. See retard.
Last edited at 2014/11/14 10:04:25 by s_noonan
Yes, that was intentional. I didn't like the ringing so I added damping by increasing airFrictionMult of the tip.
Looks and works well but has one extra gear that it does not need. In real life this may be a problem, but in Algodoo it works fine.
Thanks. I was wrong. I can see now why the extra gear is needed in real life. Good thing the video explained it, otherwise I probably would never know why.
Nice work.:tup: :tup:
u = (u1 * u2)^0.5
Nice work. :tup: :tup:
Nice work. It does a good job at nailing multiple targets.:tup: :tup:
What rhymes with sin frequently?
Last edited at 2014/12/02 09:58:59 by s_noonan
This works very well. I tried to break it, but couldn't. I had some problems with my onNotHitByL­aser scene running at 10X sim speed, but have since fixed it. The source of my problem was that you can get multiple postStep events in between laser events.
Wow. That reminds of the following:

With God On Our Side by Bob Dylan

Oh my name it is nothin’
My age it means less
The country I come from
Is called the Midwest
I’s taught and brought up there
The laws to abide
And that the land that I live in
Has God on its side

Oh the history books tell it
They tell it so well
The cavalries charged
The Indians fell
The cavalries charged
The Indians died
Oh the country was young
With God on its side

Oh the Spanish-American
War had its day
And the Civil War too
Was soon laid away
And the names of the heroes
l’s made to memorize
With guns in their hands
And God on their side

Oh the First World War, boys
It closed out its fate
The reason for fighting
I never got straight
But I learned to accept it
Accept it with pride
For you don’t count the dead
When God’s on your side

When the Second World War
Came to an end
We forgave the Germans
And we were friends
Though they murdered six million
In the ovens they fried
The Germans now too
Have God on their side

I’ve learned to hate Russians
All through my whole life
If another war starts
It’s them we must fight
To hate them and fear them
To run and to hide
And accept it all bravely
With God on my side

But now we got weapons
Of the chemical dust
If fire them we’re forced to
Then fire them we must
One push of the button
And a shot the world wide
And you never ask questions
When God’s on your side

Through many dark hour
I’ve been thinkin’ about this
That Jesus Christ
Was betrayed by a kiss
But I can’t think for you
You’ll have to decide
Whether Judas Iscariot
Had God on his side

So now as I’m leavin’
I’m weary as Hell
The confusion I’m feelin’
Ain’t no tongue can tell
The words fill my head
And fall to the floor
If God’s on our side
He’ll stop the next war
Awesome, as usual. :tup:
Use timeToLive = 0.0 and let Algodoo worry about it.
Very nice. Maybe stop generations after everyone is dead.:tup: :tup:
faytree,

Adjust the sliders on the Appearance menu labeled "Laser Color Mixer".

Kilinich,

Thanks.
Last edited at 2014/12/24 09:42:41 by s_noonan
Nice work. I was hoping for some fire or TNT, but this is good.
Q: Could you describe a real-world application for constant curvature bending.
A: No. I don't know of any applications. Maybe an Algodooer can invent one. Maybe can be used for a radius measuring device for an arc that is less than 180 degrees.

Q: How is the material modified so that it bends in such a manner?
A: In this scene, the bend constant is proportional to the distance from the x axis. In real life, you would need a way to vary the stiffness along the beam.
Thanks lololoer. I temporarily stuck the body to the background and laser trimmed (with laser cutter) the feet in order to make them accurate. I modulate the motor velocity with a sine wave that is twice the motor frequency in order to minimize velocity variation.
Xray,

Nope, wrong.

Yours: 1000m/0.01s = 100000 m/s
VietCreator's: 203450531840 m/s
Last edited at 2015/01/04 17:29:19 by s_noonan
What? I don't believe it! Lololoer wins just because his scene is more creative, better looking, technically more complex, higher rated, and has more downloads and comments than mine. Excuse me while I eat a pint of ice cream, a box of chocolates, and drink a bottle of bear to drown my sorrow. Tell me I at least came in second. I thought the judge might have a soft spot for an Xray scene, but I guess my ploy didn't work.
Last edited at 2015/01/09 01:13:54 by s_noonan
1. Create empty scene.my.entity array.
2. onSpawn add entityID to array.
3. onDie remove entityID from array.

If entityID is in scene.my.entity array, then it is alive, else it is dead.
1. Create empty scene.my.entity array.
2. onLaser hit:
e.geom.controllerAcc == 12.34567 ? {}:{
e.geom.controllerAcc = 12.34567;
add entityID to array;
modify e.geom.onDie code to remove entityID from array}

If entityID is in scene.my.entity array, then it is alive, else it is dead.

This way the robot can be universal. As far as being realistic, well that's a subjective thing.
Last edited at 2015/01/09 10:19:21 by s_noonan
homieeee,

Good work. I used the following:

scene.my.entityExists := (ID) => {
x := 0;
x = (scene.entityByID(ID)).entityID;
x > 0
}

I was close, but didn't figure it out until I saw what you did.
Last edited at 2015/01/09 22:17:42 by s_noonan
Nice work. It performs very well on that difficult course. :tup: :tup:
Last edited at 2015/01/14 09:41:37 by s_noonan
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