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I wonder if this tendency with irregular polygons has anything to do with the colors found in opals in real life...?
I got the best scores by just shooting through the level as fast as possible and hitting all the lasers. When I tried to go through the game without hitting any lasers, I could never score as high.
Sweet use of e.normal on the laser there!
Down to 40%-30% realtime on Algodoo, less after it hits the ground. Less than 15% using Phun. I know it takes skill to do this, but you're WAY better off spending that time in an image-manipulating program. Textures are NOT crap! They're there for a reason!
This has been done before many times, but not with lasers. Thing is, when using onCollide scripts, they can only be called once every frame and function the same no matter how fast or slow you are running the simulation.
Next time, just edit your old scene instead of making a new one.
'Scuse me while I make a reusable bomb out of this.
If you can't be specific and explain exactly what you need help with, don't ask for it.
First, learn to spell.

Second, that suspension is pretty good for its type, but needs damping. I'd also suggest building your hill out of smaller polygons. Really gigantic ones tend to have collision issues with much smaller geometries. The cut tool may prove useful to you.
That's pretty damn cool! Goes 168 when you point it straight up, though, and about 155 when you point it down. Still really awesome!
Holy crap! Just holy crap in a basket! You'd hardly even know it was Algodoo!
Doesn't work. Everything reads as zero until the car passes the lasers, then velocity goes to +inf.
That was a lot of phun!
Sweet course. I've seen it before though. Who made it?
That's crazy. That's just crazy.
Not working for me at all.
Needs more damping.
You would SERIOUSLY cut down on lag by changing those outer circles to hinged wheels. Even in Algodoo, which has an algorithm to reduce the number of contacts in those situations, there are more collisions than I can count. Each circle has about thirteen contacts with the outer ring, and there are thirty-two circles. That makes for about 416 contacts at any given moment just from those little bearings. Contacts are rather laggy. Ever try an elastic collision out on paper? Two pages of work filled with square roots and stuff. Very taxing on the computer.
I don't see how you plan on getting a coherent picture out of that.
Agreed with iemand111.
This sucks.
The small laser spinners are more of a pain in the ass than an interesting challenge, but so far this is one of the better games I've encountered.
You should use simpler grass or a texture. It's the fence and grass that are causing the lag. They account for the great majority of the 1038 geometries in the scene. They add nothing to the gameplay and make it take forever to undo, so I'd really suggest using a less-laggy technique than hundreds of polygons. Boxes are easier to render and have less information to them. One texture could display as many blades as you want without producing any significant lag. A smaller number of larger polygons would lag less too (CSG add could be your friend here). Using one of those techniques on the fence would help too.
Last edited at 2009/10/29 03:55:15 by Frank
Very strange. Very clever of you to have found that.
Goddamn, this thing is amazingly broken. I don't even know what you were thinking while you made the suspension. It cannot function properly without removing some stuff. The shakiness comes from different parts being hinged together in ways that are not possible, so at least one hinge is stretched at any time. Once that issue is cleared, the springs need to be toned down. I used a loose arm to connect the bottom and top bars in the suspension because I wasn't sure which you wanted to keep. That machine has about three different mechanisms that could work as suspension and they conflict with each other. It could probably work better with only one set.
In algodoo, chains don't really stretch that much, and they don't break nearly as easily, and they don't lag anything like that one does. I don't see anything good about those treads. Even in Phun, I'd consider a regular chain better than that thing.
Find your documents folder. It's stupid, but Algodoo's scenes are saved to your documents folder, no matter where you installed it to. They said it was more professional, but it's really just inconvenient.
Very, very strange. I cannot fathom what's causing that.
Hmmm..... That bites. It's going to be slightly inconvenient. The files are there, but hidden. There should be a button that says "show compatibility files" somewhere when you're looking at your files. Click it, and it will show the files you have created. Unfortunately, this button does not show up when you're browsing to upload, so you will have to copy/paste the file somewhere else (I suggest desktop) before you can upload it.
Whatever you do, don't move folders out of the area. Last time I tried it (moving the entirety of Phun to the desktop for convenience), all my files disappeared permanently with no warning. Move the files themselves instead of folders if you need to move things, but that's probably a bad idea to try with the way Algodoo is organized.
Best one yet. I like it.
Very, very cool. I think it could be improved with a higher fire rate for the gun, some sort of stabilization for Megaman, and better control while jumping.
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