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OK. I can see that this is awesome. I'll add more comments after I play with it a while.:tup:
Thanks. I move pieces not colors. I didn't even think of moving colors until after I finished this and then checked Rubik's cubes.
Done. Thanks. I thought this might help you with your version of the puzzle.
Very nice. The only thing I noticed is that the stability of the code wheel slide can be improved by increasing the density of fixed and sliding bars. I also thought it would be nice if the code circles could be color coded, but that won't work because one code circle can carry out several actions at once.
Am I the only one who sees gingerbread men wearing underwear in the screenshot?
It can be used to show what instructions are in Ravenplucker's code circles.

See comment.
Last edited at 2015/11/28 18:30:58 by s_noonan
Statement: I understood that your "Collision Layer Display" boxes were only used for displaying the selected collision layers, not instructions.
Response: In Ravinpluker's scene each collision layer in a code circle does a particular task, so collision layer = instruction.

S: It seems a lot simpler to click on a code circle and in the Edit Menu just hover over "Collision Layers" than dragging Collision Layer Display boxes over each circle.
R: I agree, but I think it would be even simpler to scale down one box to be smaller than a circle, copy it, and paste one into each circle.

S: ... and hope that you are seeing the desired one, especially if the circles happen to be situated very close together or are overlapping.
R: If the box is scaled down and you are pasting it, then it is easy to see the desired circle, the circles are all separated from each other, and they don't overlap.

So if each of Ravenplucker's code circles had a collideSet display box, then you could see the code just by looking at the code wheel. If there is no code display, then you can't find out what each circle does without using the context menu to check collision layers and even if you did that it would be hard to track after the wheel started turning.
Nice work. :tup: :tup:
Q: Could the boxes be made to display other data such as variable values? That might make them more useful.
A: Yes, I agree.

S: The hidden axles would occasionally get detached from the box.
R: The same thing happened to me along with the collideSet display box going behind the new object. That is why I changed the instructions to "Copy and paste this box and two hidden axles ...". This should take care of both of those problems.
Yes, no need for credit.
Xray,

Q: Is there a way with Thyme script to glue two geoms together?
A: No, not that I know of. I tried it before, but ended up cheating. See Joint Trick.
I am a little twisted, but it's a family secret and we don't talk about it much. Anyway, the puzzle didn't work so well until I redid it with slight clearance on the guide rails (0.005m on a 2.5m radius).
3 * 26 = 78
Q: Does torque have a linear relationship with the gear ratio in this type of arrangement?
A: I suspect it does. From an energy standpoint, the torque out X RPM out = torque in X RPM in - heat generated. Involute gearing is fairly efficient since the design is for the teeth to roll on each other without sliding.
Nice work. :tup: :tup:
Nice demo.

Algodoo already has a lerp function.

p1 = _lerp(scene.my.A, scene.my.B);

can be replaced by

p1 = lerp(scene.my.A, scene.my.B,_t);

Same thing for the other (5) _lerp statements.
Last edited at 2015/12/12 21:46:21 by s_noonan
Yes, your function works quite well.

For future reference:

math.vec.dist(pt1,pt2) determines the distance between two points.
math.vec.len(v) determines vector length.
Nice work.:tup: :tup:
Thanks. I liked the patterns also, so now I'm making a 200 circle stack.
Thanks guys.
Nice work. :tup: :tup: See help next to the comment "Add Reply" button to see how to add hyperlinks or YouTube videos. Get rid of the "S" (http://, not https://) when inserting a YouTube video or hyperlink.
Awesome. 1100 (1800 when cheating).:tup: :tup:
Well done. :tup: :tup:
What? No socks or dirty underwear on the floor?
Secant couldn't but now it can.
Last edited at 2015/12/24 23:12:22 by s_noonan
Nice work, that's one tough tank tread.
Cool. You took what I made (which I took from faytree's idea) and made it better.:tup: :tup:
FRA32,
I agree with what you say, but I am unwilling at this point to modify the code to model the more accurate driver behavior that you describe.

Xray,
I will leave a space for you when I see you merging from the on ramp. I'm not sure if aggressive driving results in a higher car mesh rate (in cars per minute), but if it does, then we are in agreement. Maybe everybody should drive bumper cars (or electronic bumper cars that don't actually crash).
The MythBusters put this to the test and they determined that a roundabout was better than crossroads.
Q: Can you make it freeze water?
A: No.

Thanks for the comment, question, and rating.
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