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Laser Collision Engine Unit [1 Cylinder]

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screenshot of the scene

Author: Dare

Group: Default

Filesize: 0.67 MB

Date added: 2011-03-29

Rating: 6.8

Downloads: 4000

Views: 2120

Comments: 11

Ratings: 6

Times favored: 0

Made with: Algodoo before v1.8.5

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This engine certainly has a bright future.

So far in development stage, but engine is great so far.

How it works:
Laser hits blue polygon and changes collision set of black cylinder box. This pushes the cylinder down, giving it energy. When laser hits red polygon, collision set of black cylinder box is set back to 0, leaving room for the cylinder to rotate back up to original position. Repeats this process.

I love this engine I made because it uses next to nothing resources (16 objects), uses seriously basic scripting and can give great power (once I finish developing it).

100% reliable at sim.frequency = 100, I haven't tried any other yet.

I think with more cylinders it will be great! :tup:

Operation:
S - starter button
Down - engine break (toggle)

To start, release engine break and press S. Let engine run for as long as you like!
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Title: Radial 4-cyl Collision Engine
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"This engine certainly has a bright future."
Yea, and it's already there;)
http://www.algodoo.com/al … ails/47960
Last edited at 2011/03/29 06:58:39 by Kilinich
But this shows the people there is no need for complex variables and scripting like in your engine. I don't get how yours works either. My one is nice and simple.

You yourself are always talking about using minimal resources, so here you go!

Besides, old-style piston looks really nice in an engine, so I think I will keep developing this one. I just want to see what I can get out of it.
Then you will try add more pistons and increasing rpm/power and want to control output you probably come to design similar to mine ;)

Good work anyway, great engine concept.
Last edited at 2011/03/29 11:15:00 by Kilinich
Thanks, I am building a scale 9C rotary engine from World War 1 using this engine concept, so I think you can see why this type of engine will be more suited than yours.

This one can be easily adapted, it's easy to tune up and easy to scale. And more.

So building a 9 cylinder engine will have more pistons, and I will obviously tune up power. P.S. Power can also be adjusted via sim.frequency for this one you know! Just increase it, it is based on collision so it improves engine efficiency too. _o_
tuning sim freq is sux.
Very nice design. I like the fact that it uses a minimal number of parts and scripting. I also appreciate the explanation of how it works. :tup: :tup:
Last edited at 2011/03/30 10:19:11 by s_noonan
Thank you! I tried to make everything nice and simple. These same principles apply to all collision engines, so now you know how every single collision engine on Algobox basically works! ;)
Hi Dare, nice concept, I'm pretty sure you have seen this:
http://www.algodoo.com/algobox/details.php?id=46380
I have spent quite a bit of time working on collision based engines and I have found lasers dont work all that well for triggering fast actions)|(
Pure on collide works better IMHO
Kilinich's ball piston, no rods engine is the best for performance but does lack realism?
A realistic rotary would be cool;)
Well you are gonna be stoked about what I am working on then...

Fully functioning 9 cylinder rotary engine from WW1, and I'm gonna spice it up with nice gradients and working mechanical parts :yum:
Nice, simple, and powerful engine, Dare!
I just made mine and wanna see my scene? Mine is REALLY COOL (sort of).
:yum: