Very well done. I'm not sure if I agree with "the landscape is never the same" for the following reasons:
1. If I stop the scene and do an undo, and then restart, the scene is exactly the same as it was before.
2. There are no random variables in the scene.
3. The scene may repeat after some period, based on the relative speeds of the motorized hinges.
On the other hand, since Algodoo is not too accurate when running at 60 Hz, the landscape will never really be the same. Also, it might be years before the scene actually comes close to repeating. I would think that the repeat period would be the least common multiple of all the motor periods, where the motor period equals 2.0 * math.pi / motorSpeed.
I have another idea for a puzzle scene. First I'll create a scene with an intriguing title. Perhaps something like "How I accidentally cut off my arm", or "How filter out marble race scenes", or "I'm Sorry Everyone..". Then I'll just delete the scene. Users can then puzzle about what was really in the scene.
They could be used for creating different kinds of random motion. I think that your mechanical approach is the best for the type of motion used in this scene. It would be more difficult to imitate it mathematically and I don't think the scene would show much improvement if a mathematical approach was used.
1. Use a Hyperbolic Lens in the eye for better focus. Use "Components" folder to transfer objects between scenes. Round the top and bottom of the hyperbolic lens to make it look more like an eye part.
2. Select everything and glue it to the background (Ctrl-A, right click an object, Geometry actions > Glue to background). Not everybody reads directions.
3. Disable clouds (right-click background, uncheck "draw clouds"). In most scenes they are just a distraction.
Thanks for explaining how you did this. The approach may come in handy for some future scene.
Did you merge the circles using the brush tool and then change the resulting polygon back into a circle? If not, then what's the other way to merge 100 circles that are on top of each other?
Regarding collision layers, you could set all components of the walker to collision layer A and then set them all to "No self collision".
Regarding "replace it with one new axle", I see 2 axles, both connected to the same 2 objects. The 2 axles are set at different speeds (15 and 30 RPM).
Q: By the way, where did you learned to script that good?
A: Mostly by looking at Kilinich's scripting.
Q: Would it be possible to make previous and future terrains where the start and finish of the terrain would be at the same height.
A: Yes, good idea. I might just do this sometime.
I understand and respect that. I am cautious and paranoid also, but I guess not as much as you, since I did download the exe file and opened it after checking it with virus detection software. Many years ago I got a virus (homepage hijacker) on a computer and was able to track it down, after a fair amount of investigation, to a single pixel image in an email that had hidden code in the image.
P.S. This scene now uses AlgoSound, which I know is safe, since I wrote it. Also, the files that create the sound can be viewed in any text editor.
Regarding #1, "2 relatively motionless bodies", the two bodies in your scene have initial velocities, so I don't see how they are starting as "relatively motionless".
Q: Do you understand what I tried to explain you?
A: Yes, I think so, but it seems to me you are describing some of the characteristics of the initial conditions and not describing any way to determine the initial conditions.
As far as I can tell, you have written long responses, but haven't answered either of my original questions:
1. How did you determine the initial conditions?
2. Did you solve the equilibrium equation yourself or did you find the answer somewhere else?
I'm guessing that, unless your name is Cristopher David Moore, you probably did not calculate the initial conditions and found the answer somewhere else.