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Over-textured 2

Image:
screenshot of the scene

Author: JakubKubo

Group: Default

Filesize: 1.3 MB

Date added: 2019-04-06

Rating: 5.1

Downloads: 1933

Views: 369

Comments: 8

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

What's new?
Better dynamic friction and smoke effect
- Update rate can be changed: higher values > less CPU intense
- Spawn rate can be changed: higher values > less GPU intense
Camera script is on window
Smoke script is in brake rotors
- Looks better right?

Do NOT use any part of scene without credits!

Note: to see effects, try to brake in hill, then on flat surface etc.
Color of particles change, friction of wheel changes by difference of velocity while skidding

COMMENT PLEASE! (I'm lonely:/ )
Last edited at 2019/04/06 00:42:33 by JakubKubo
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WOW! Awesome 3D panning effect! :tup: _o_ :tup:
Nice work. I like the quantity, but not the color, of the smoke. The green smoke looks toxic. Also, in some cases, the smoke shows up in front of the car. The driver of the car needs to stop looking for his phone that dropped on the floor. For visual effects that are not accuracy dependent, I sometimes use the update() event handler, since it always runs at 60 Hz, regardless of the sim.frequency value. I'm giving this scene a 10, even with those minor criticisms, to offset the down-rating that somebody gave you.
To s_noonan
- Smoke shows behind wheels if it is accelerating, in front when decelerating(braking)
So it is like pushing the dirt in front of wheel, you can adjust values inside, it is really easy to understand
- Color change by the surface color (green looks toxic? Did you tried purple?:D )
- I'm on my Laptop ( at university, 300km away from home in another country)
so I don't have resources, processing power (this laptop doesn't even have external GPU, so I'm making really simple scenes now), nor time to do everything :'(
- Also I don't have driver, every abomination I made was too bad to resemble human:D
Maybe I'll use my test dummies again.
- update event runs even when scene is paused, that's why I don't like to use it, and DEPEND on some frequency
- Now I'm working on procedurally-generated terrain generator which draw random-like terrain but ALWAYS make same pattern (depend on seed), it is almost done! I just need to find advanced FOR script and learn how peril noise works:D
- Thanks for reply ♥
- P.s.: Idk how I did that heart at the end:lol:
Last edited at 2019/04/06 21:53:26 by JakubKubo
for(n, (i)=>{})
mean that loop is going is from 1 to n while i is counter
What is the advaced one? I want to go from -50 to 30
I believe I'm missing something, maybe brain:D
Last edited at 2019/04/06 14:30:26 by JakubKubo
xFor := (n1, n2, code)=>{
n2 > n1 ? {
m := (n1 + n2) / 2;
xFor(n1, m, code);
xFor(m + 1, n2, code)
} : {code(n1)}
};

Regarding "update event runs even when scene is paused, that's why I don't like to use it, and DEPENT on sim.frequency too":

update := (e)=>{
sim.running ? {put code in here}:{}
};

update does not depend on sim.frequency.
Last edited at 2019/04/07 10:31:04 by s_noonan
Dear S_Noonan...
Okay just tested that, yeah, it doesn't depend on sim.frequency (directly)
I tried that and I got LESS than 60 cycles at higher frequencies (1200Hz=56cycles) , that must mean that it is ACTUAL fps-like update, or something like that :bonk:
Again, you were right!_o_

Thanks for that xFor loop, it will take me some time to understand what is that monstrosity:lol:
Sincerely: Your Jacob
Last edited at 2019/04/06 22:02:35 by JakubKubo
Regarding xFor, you don't need to know how it works, you just need to know how to use it. You can search for xFor in the Algodoo forum. It works just like the for loop where "code" = "(i)=>{}" so in use it looks like this: xFor(n1,n2,(i)=>{code goes in here}). Kilinich is the one who invented xFor.

Even though I used red capital letters, I was not angry, I just figured since you used caps, I had to go one level higher.

P.S. Looks like xFor doesn't handle negative counts, so you will need to do positive counts and do subtraction in the code. I've used scene.my.xFor, _xFor, and xFor depending on the desired scope. See Polygon Modifier for an example of xFor and _xFor usage.
Last edited at 2019/04/06 23:55:22 by s_noonan
Sometimes i might need help codin, i never knew how to make something face the same way forever no matter what.