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yea, I know, it's not solid. Just a techdemo.
Please make it realistic weight/size next time. It will be more fun to crash. :tup:
Last edited at 2012/12/05 15:35:15 by Kilinich
Size IS matter in that case, you should try compete with same-size vehicle, not that big monster, it's makes no sense. :x
Something wrong with hydro...
Spring engines has virtually unlimited power, so this contest rules are not very smart:(
Looks good but you need to add some extra :y
Last edited at 2012/12/06 09:46:00 by Kilinich
Why you need lasers for that. Just put code directly in "color" property.
colorHSVA = {[5,0.8, app.mousepos(1)-entity.pos(1) ,1]}

No scene.my. no lasers. Keep it simple. :tup:
Last edited at 2012/12/06 09:50:48 by Kilinich
Update to 2.0.2b15!
Haha, looks like Emil starts discovering great features of algodoo :lol:
Last edited at 2012/12/06 16:20:51 by Kilinich
great idea but you just pick code with no understanding what it do =)
anyway, "9" for idea! :tup:
Ask on forum then...
Speed is not so outstanding. 30m/s for 4x scaled up vehicle means only 27km/h.
Some tanks on algobox can reach 60km/h, so you can improve it! :tup:
np with credits, I just want to help with code understanding )
that one for 2-segment arm but in your case simple mouse pointer is enough. 8|
I think it's good case where you can fake track :lol: and reach realistic speed.
Oh, you even didn't put some skin on it!;) true lazy guy :lol:
Last edited at 2012/12/07 08:54:02 by Kilinich
One of the best breakable cars, but still not perfect. 9.
Last edited at 2012/12/07 17:11:49 by Kilinich
I think it will be better to left some hinges unbreakable but with brake.
Very good level of scripting! Nice techdemo. :y
I break fake chain somhow :x
Yea, I know, mouse control isn't perfect, but I was too tired to rebuild that part.
Just hard landing -)
This is ZAZ 968M, it's slightly differ from 968;)
Neat but nothing special. :tup:
Suspension as a bit hard (why so many springs?)
Last edited at 2012/12/09 07:25:56 by Kilinich
change pos is not enough for "realistic" :+ teleport. You should care about velocity (and consider teleports angle too).
Why you did that: controllerAcc := {entity.density = entity._mass / _area; 11.0}; ???
If join two circles - you should calc not only mass/density/radius but vel/angvel depends on original vel/momentum and density/radius. It's a bit more complicated... :y
Nice effect!
6-fingers karate man?;)
Получилось что кодировку надо поправить -)
Несколько советов:
1) чтобы оси растягивались нужно установить hingeConstant = число, а не делать density = 100500;)
2) чтобы при высоких оборотах колесо меньше "раздувало" нужно добавить "противовесы" к каждому кругу - напротив сделать такой же, но невидимый и склеить их
3) такие колеса жрут очень много времени на обсчет и поэтому рекомендую выключить allowDirectSolve = false, это ускорит большую сцену в разы.
Last edited at 2012/12/09 20:45:04 by Kilinich
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