Nice work. Lags a little but no big deal. I like how well the firework sounds are synchronized on your video. Please provide a link to the firework sound file if possible.
As far as I know, the runners are exactly the same but run at varying speeds. This is a puzzle that I haven't figured out. If anybody can figure this out and explain it in a comment below, then I will rate the scene of their choice a 10.
I found your hidden piece of popped popcorn. I see it flies off and gets killed in 3 seconds, but don't worry since the first kernel pops in 1.5 seconds. You could set the heating element velocity to [0.0,5.0] for more lively popcorn, but then you should turn the heating element off at some point. The reason I'm telling you this is because I don't want you worrying late at night about that stray piece of popcorn.
Q: Are you asking why deterministic program give a different results?
A: Yes.
Q: I guess it is non-deterministic because of smallest differences like rounding a float number, for example 1/3 to 0.3...34 in memory.
A: You may be right, but the differences in running speeds seem too large for rounding errors.
Q: Maybe try searching for a "double pendulum" or "butter fly effect", it may have some connection with it:bonk:
A: It could be something like that, but each man has his movements tied to a global master angle.
A1: I was wrong, each man calculates scene.my.angle in his head. I changed that to have one guy do the calculation. No improvement.
Q: Did you tried different solvers of joints and test if you get more deterministic results?
A: No, but it sounds like a good idea.
A1: Tried that, no improvement.
Q: Or maybe try slowly walking instead of jumping?
A: No, didn't try that.
A1: Walking slowly improved it quite a bit, so that makes the timing of the angle calculation suspect.
Q: Set simulation frequency high etc. to make collision more precise.
A: Yes, I had tried that early on, but did not see a big improvement.
A1: Tried it again. No improvement.
Q: Maybe the men are sliding. I will try increasing foot friction.
A1: Set friction to +inf, no improvement.
I respectfully disagree with Xray on this one. I think we need more people to explore the limits of Algodoo and find glitches that we might be able to use in our scenes. It would be helpful if you could describe a found glitch and how to use it, but I'm OK with you just finding them. As an example, consider how many scenes use stretched hinges which is a glitch. I encourage you to continue to be curious and find new stuff.
Thanks for fixing that. I had found the stray polygon by deleting the power line image and everything in it and then zooming to what's left. I figured the hard part would be to get back to that exact spot after reloading the scene.
Suggestion: Mirror the battery so the wire is connected to the plus terminal. Add ground symbols to the minus battery terminal and the light screw threads or bayonet connection.
A cable makes more sense than a screw acting as a rack since the cable would be in tension whereas the screw thread would have a localized cantilever load. For a vehicle with gearing such as the one in this scene, a rolling clamp with (2) opposed pulleys might work as the vehicle input.
I was thinking that if the vehicle had a variable speed transmission, then it could vary its speed.
Statement: I imagine that it would somehow need to be supported along its length to keep it from bowing under compressive load.
Response: I agree. It could be supported by a half-pipe cemented to the ground.
S: It would need double the length of the road as it extends.
R: Yes, if you push or pull the screw but not if you rotate the screw. I push and pull the screw in the scene but my intent was to make it look like it's turning.
With gears and racks the gears will not roll. With circles and blocks and µ < 2.00, the large wheel will dominate and the small wheel will slip. I would expect this to be the case in real life.