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Interesting. What causes this to move forward instead of moving backwards or not at all?
I played with this for a while and believe I improved worm motion by doing the following:
1. Put one way velocity code in every third segment.
2. Set friction = 0.1 in every third segment.
3. Set all other segments friction = 0.0.
4. Added springs between the centers of all adjacent segments.
5. Set the spring length to 0 and the constant to 20.
I rated your scene highly because, after examining it extensively, I understand the thought and effort that went into making it. I will add a response scene because I just can't help myself. Hope you are OK with it.
Thanks for the link Xray. I've always thought earthworms were impressive. I got reprimanded in school once when I was asked to write about my favorite animal and wrote about earthworms. The teacher thought I was just being a wise guy.
Looking and working good.:tup:
Nice work. Make more realistic gears with Gear Generator III.
Thanks.
Nice work.:tup:
Thanks.
Thanks. Very elegant scene. How did I miss that? :tup:
Thanks for the inspiration.
Looking good.:tup:
Thanks guys.
If you can see the bridge pieces in the second YouTube video on this page but not in Algodoo, then you may need to reset Algodoo.
Works well.:tup:
Last edited at 2022/01/14 11:44:46 by s_noonan
Thanks guys. I agree that the car seems under-damped even though the damping for all the springs is set to 1.0. I will increase the damping.
Thanks.
Not sure what you are doing, but I simplified some of your code in case it helps:

in postStep:
a := app.mousepos(0);
keys.isdown("w") ? {
_player_pos = _player_pos + [math.cos(a), math.sin(a)] / 10.0
} : {};
keys.isdown("s") ? {
_player_pos = _player_pos - [math.cos(a), math.sin(a)] / 10.0
} : {};
keys.isdown("d") ? {
_player_pos = _player_pos + [-1.0 * math.sin(a), math.cos(a)] / 10.0
} : {};
keys.isdown("a") ? {
_player_pos = _player_pos - [-1.0 * math.sin(a), math.cos(a)] / 10.0
} : {}

in update:
sim.running ? {
a := app.mousepos(0);
for(String.length(_circle), (i)=>{
_relative = math.atan2(_circle(i) - _player_pos(1), _circleZ(i) - _player_pos(0));
_distance = math.vec.dist([_circle(i), _circleZ(i)], _player_pos);
_distance < 5 ? {
_player_pos = _player_pos - [math.cos(_relative), math.sin(_relative)] / 5.0
} : {};
_distance < 75 ? {
Scene.addPen({
pos := [scene.my.view(0) + (_relative - a) * 8.0 / math.pi, scene.my.view(1)];
followGeometry := true;
size := 10 / _distance;
color := [0, 0, 0, 1.0];
timeToLive := 0.034;
Zdepth := 7.0
})
} : {};
})
} : {}
Last edited at 2022/03/26 11:04:54 by s_noonan
Nicely done. I like the layout, coding, and story.:tup:
Last edited at 2022/01/18 09:41:49 by s_noonan
Nice work.:tup:
Last edited at 2022/01/19 09:59:13 by s_noonan
Blimp: 2,4,-1
Alien eyeball: 1,1,-1
Mustache turban man: 1,-2,1
Snowman: 1,2,-3
Star:1,-5,-5
Epic.:tup:
Interesting. I like it. Makes me wonder what other ball paths will work.:tup:
Top Gear GT fooled me. I thought it was the real thing.
Looks good so far. Speed up those gears.
Done. Thanks.
Nice work. Very stable feedback.:tup:
Thanks for the response. That's an interesting story. Maybe somebody can make a mechanically variable indexing mechanism.
I think those chains are used on car Continuously Variable Transmissions (CVT). If you sharpened the flights you could make a CVPCS (continuously variable pitch chain saw) that could change the chain force depending on load while maintaining a near constant torque on the motor.
Thanks. Done.
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