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Thanks.
Nice work.:tup:
matto,

I expected a quicker response. I've deleted the corrected response scene and will temporarily undelete it if you request. I've asked Xray to ban all the users who downloaded the "Bacteria (for Matto only)" scene (just kidding;) ).
Last edited at 2021/02/07 12:13:37 by s_noonan
Thanks Xray.
Thanks for the comment. I liked your idea and the creative way you solved the problem of showing it. I was a little concerned that you might feel bad that I stole your idea, but then I rationalized that it was Kepler's idea to begin with. They say that imitation is the sincerest form of flattery. I've subscribed to your scenes so I will keeping my eye on you. Feel free to use anything from any of my scenes.
Minimum Hits: 8 @ -2.XXX1507

Nice scene. I played with it for a while. I added a laser sight, but it didn't help. Overlapping walls cause double hits. I suggest eliminating overlaps since users may consider it unfair.
Last edited at 2021/02/13 08:29:15 by s_noonan
"self promotion is no recommendation". Good idea Xray. Let's encourage new users to advertise themselves in the comments.
Thanks for the explanation. For a moment there, I thought his comment was spam. Speaking of spam, feel free to delete my last (2) comments.

P.S. I checked the rules and I can see that a "hey guys look at me" comment is OK.
Last edited at 2021/02/10 10:27:12 by s_noonan
I can edit a comment but I can't delete it. Only you have the power to delete comments.
Last edited at 2021/02/10 10:15:47 by s_noonan
I have no potentially embarrassing comments because I am unaware of social norms and have no shame.
Thanks.
158650 scenes in Algodoo and only 1 is on Wettability. Nice work.:tup:
Quote: "Then the challenge would become too easy"
Response: I automated this scene by spawning balls with tracers and a limited time to live. I've found that in order to get 8 hits, which I believe to be the minimum, that the target range is about 1 milliradian and that just being in the target range does not guarantee success. That left me thinking "How did Xray design such a small window of 8 hit success?". I figure that you probably did it thru automation or by trial and error.

Since hitting the corner puts you over 8 hits, double counts is a moot point.

Quote: "they quickly get bored with a game that's too easy to win"
Response: Winning isn't defined, so a user will never win and therefore never get bored.

Bonus Question: What is the effective Coefficient of Restitution between two materials when one material has a restitution of 0.5 and the other has a restitution of 2.0?
Last edited at 2021/02/13 08:37:07 by s_noonan
Statement(S):"This is one of the "better" Algodoo chess games"
Response(R): If you find a better one than this one, then let me know so I can study it.

S: "it's usually a choice of the player".
R: I could program it in, but it seemed like a lot of work for little benefit. Since the rook and bishop moves are a subset of the queen's, I figure 3 out of 4 isn't too bad.

S: "There are a couple of important moves which your scene does not provide"
R: I agree, but those moves can be made manually in two steps if desired.
Xray,

It was one of your comments on another chess scene that got me thinking about chess and finally making this scene. I see there are (24) scenes with "Chess" in the title and you have commented on (8) of them. I played a few chess games on chess.com since I started making this scene. Check chess.com out (if you haven't already).
Oops. I forgot to click subscribe for this scene. Sorry about the delayed response.

s_noonan: " the target range is about 1 milliradian"
Xray: I didn't think it was anywhere near that precise!

I agree after reading your explanation. With a perfect gun the target range is about 1 milliradian. With a sloppy gun the target range gets larger but the probability of getting 8 hits goes way down.

Xray: Be my guest if you would like to duplicate and improve and/or embellish this scene.
s_noonan: This scene is so optimized that it wouldn't be worth my time for the slight improvement, if any, I might make.

UnityDogGaming04: restitution between two objects is ... most likely the product of the two.
s_noonan: I concur.
Q: Would you have any interest in adding a feature to this chess game in which a person could play back complete championship games by world-famous Masters?
A: I will have to think about it. It may be a difficult task because the notation does not always indicate the specific item or the specific source location for each move, but relies on context, which is easy for a human to see, but may be hard to code.

I did record a championship game (after making sure the undo and redo arrays don't get blown away at startup), but when I saved the game and tried running it again nothing happened because all the entityIDs are reset at startup. So the first thing I would need to do is to work with item names instead of entityIDs.

P.S.: I knew that entityIDs get reassigned when a scene is loaded, I guess I just needed a reminder.
Last edited at 2021/02/18 08:57:53 by s_noonan
S: That's true. I remember I had to capture entityID's as soon as some objects were spawned in order to later use them in the scenes. It's an added step, but not difficult to do.

R: I do that all the time. The point that I was making is that, when you close and the reopen a scene, all new entityID's are generated.
This is an awesome scene and I rated it accordingly. I did see a problem, but it does not break anything, so the scene is fine as it is. I still felt some need to look into the problem, and I'm not sure why. The scene is throwing a bunch of "ERROR - Body::IsBad" errors. The cause of the error is that the killer shield that protects the sensors is killing green balls while their code is still running. I tried killing green balls with onCollide code, which prevents the error, but it's not fast enough and some balls get thru to hit the sensors and stop the forward motion of the machine. The only thing I could think of is to not create balls on the back side of the generator but then the generator would need to create balls based on the angle and position of the generator instead of just on the position of the generator.
Regarding the "Bacteria under the microscope" scene:

It seems a shame to delete a scene just because of some Algodoo glitch. I suggest you undelete it and add the following modifications to the cover image that has the short timeToLive value:
Increase the timeToLive value to 1.0 second. Put "cos = {math.cos}; sin = {math.sin}" in the onDie script.

The logic for this modification is that I think that the sin or cosine function gets broken on scene startup. The code in the cover image onDie event should fix it.

I still have a copy of the fixed scene (with the source of the error fixed) if you need it. I didn't think of the quick fix until after I dug deep.

Hopefully you can get the "Bacteria under the microscope" scene up again since hundreds of users have already enjoyed it.
Thanks, it's one of the "better" Algodoo chess games.
Quote: "Making balls based on the angle and position of the generator", is difficult for me.

I made a generator with adjustable parameters at SONAR Head. I hope you don't mind.
Is the tracer path a true Logarithmic spiral? I don't see how the code relates to the Logarithmic Spiral formula. It sort of looks like the spiral in the image, but I can't stretch the image to fit the spiral.

P.S. OK. I now believe this to be a Logarithmic Spiral. However, I can't quite figure out how you came up with the code. Good work.
Last edited at 2021/02/25 23:13:55 by s_noonan
This is a beautiful scene except in only runs at ~9% on my PC. You could probably speed the scene up substantially by replacing some of the oil with black boxes. You could add some non-collision black boxes behind the oil/box interface to hide the seam.
Thanks Xray. Maybe someday I will fix pawn promotion to provide a selection.
Thanks. I knew the first(3) out of (4) of the rules. I won't be coding those rules in anytime soon. I'll assume that the players know the rules. That's my excuse for now.
Here are a few cases where it might be used:
Case 1: Somebody created an interesting scripted scene and you want to know how it works. This tool will show you the scripts, the type of object that has the scripts, and where that object is located.
Case 2: You are developing a scripted scene and the scripts are not working out as intended. This tool allows you to put all the scripts in a single document where it is easier to see the relationship between the scripts.
Case 3: You are developing a scripted scene. This tool allows you to modify the code and then paste it into the script menu edit box allowing you to change multiple variables and functions in one shot.
Case 4: You just created a scripted scene that took you a long time and you are curious as to how many lines of custom code were created to make the scene.
Case 5: You created a scene that has a GUI that controls a machine (or not) and you want to estimate the time and effort to port the GUI to a different programming language.
Case 6: You are new to scripting and want to see just the script and not all the other stuff.

Note: The Code Extractor itself has 749 custom lines of custom code (CLOC). The Chess Match Player scene has 2038 CLOC. Your Tornado scene has 440 CLOC. Matto's ECO localization scene has 10435 CLOC.
Last edited at 2021/03/03 10:25:56 by s_noonan
Good idea. I forgot about those.
Most likely your scene.my variables are dead code. If your scene.my variables are not used anywhere, then they won't show up in the extractor. I was looking for an easy way to list all the scene.my variables but couldn't find one. The extractor finds all the scene.my variables in the code and then evaluates each one.
Good video. Thanks.
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