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Cownado

Image:
screenshot of the scene

Author: s_noonan

Group: Technical

Filesize: 1.02 MB

Date added: 2020-09-20

Rating: 5

Downloads: 4171

Views: 397

Comments: 6

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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Tornado concept copied from Xray's scene. Tornado will pick up any layer A item, so add some of your own items.

Rev A: Improved tornado angular velocity adjustment.
Rev B: Fixed intermittent rotary action.
Rev C: Tornado can now be saved as a phunlet. OK to use in any scene.
Rev D: Cow is now inside the tornado.
Rev E: Revised for smoother animal droppings.
Last edited at 2021/09/25 11:58:05 by s_noonan
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This scene is a response to:
Title Author Rating Downloads Comments Date added
Realistic Tornado Xray 6.2 (4 votes) 20121 12 2020/08/29 04:36:42
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Not only is the cow not in Kansas any more, but she's also frozen solid! :lol:

'Love the scene, and nice work (as usual), s_noonan. :tup:


Suggestion: Maybe add Dorothy and Toto to the scene, and/or other things to pick up and deposit?

Suggestion2: Maybe make a game out of it (i.e., see how much stuff you can collect and then deposit)?
Last edited at 2020/09/20 16:47:50 by Xray
:lol::lol::lol::lol:
Thanks for the response and suggestions.
One more suggestion: The bands of debris in the tornado have an unnatural and very noticeable jerk about every second or so. I'm pretty sure that's caused by the way the Xoffset gets updated in each band. I found while designing my own tornado scene that a simple continuous addition of a small negative or positive value to the Xoffset makes for a very smooth apparent rotation. Here is a sample of code which should work for you if you decide to use it:

upDate = (e)=>{
sim.running ? {
_twistDir < 0 ? {
_Xoffset = _Xoffset - _twistSpeed
} : {
_Xoffset = _Xoffset + _twistSpeed
};
textureMatrix = [0.5, 0.0, _Xoffset, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
pos = [scene.my.nadoX, pos(1)]
} : {}
}

where,
_twistDir is apparent rotation direction. -1 gives reverse rotation, and +1 gives forward rotation (or you can just call them "left" and "right").
_Xoffset is textureMatrix(2) as shown above.
_twistSpeed is a small decimal value that determines the debris apparent rotation speed.

I think you should be able to easily incorporate this simple code with your other code that controls the tornado's linear speed and direction, and its rotation rate and direction.
Thanks. That helped a lot. I'm not sure what I was thinking. I made it so that the bottom of the tornado turns faster than the top.
It works great now. Good job! :tup: