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I played around with a slide rule many years ago (I won't say HOW many years ago! ;) ) when I learned that you can multiply and divide numbers by adding and subtracting logarithms. Slide rules were great tools before calculators, but I never want to have to go back to using one!

Nice job on the scene. :tup:
Spherical or circular? I think you mean circular, since Algodoo is only a 2D physics program. I don't know how useful such a tool would be, but if you think it would be useful, then add it to the Suggestions Forum!
Last edited at 2013/03/17 02:38:14 by Xray
Unusual but very interesting indexing mechanism. Good job! :tup:
Well, like I said.... if someone could do it faster, I would be totally amazed and impressed. So, what did you do (messing with the sim frequency or simulation speed doesn't count)?
The wheel seems to function fairly well, but it is crying out to be dressed in a beautiful texture that looks like a real Roulette wheel! I have no impetus to build a Roulette wheel scene, but I wanted to just make a suggestion for this one.

If you dress it up, I will grade it a 10, but as it stands, the grade would be something lower.
Hmmmm.... Good idea, but I'm not so sure that it would be any faster than mine, especially if both methods happen within one simulation frame. How would you measure it?

EDIT: I wrote a small script that measures the number of sim.tick's for my method ( 0 to 1000) and for your method (-1000 to 1000) and MINE was faster! Including the time the system needs to interpret the code, and stopping Algodoo when the vehicle stopped at 1000 meters, my scene required 2 sim ticks, and yours required 3. I believe the reason why yours required more time is because the geometries are having to move twice as far.
Last edited at 2013/03/18 15:42:48 by Xray
I rated this a 10 because it looks great and works smoothly. :tup:
Nicely done! :tup:
s_noonan - In reality, both of our methods probably happen within one sim tick. I believe (just a guess at this point) that the extra 2 ticks are overhead due to the system interpreting and executing the script. I even tried Fraps (see fraps.com) to measure the time difference, but the difference is just too small. Therefore, I declare a tie! :lol:
Algobot5000 - Yes, the laser triggers the script to alter the X pos. It was a fast and convenient way to start the action. Why the "thumb down"?
Last edited at 2013/03/19 03:17:32 by Xray
True, but that equation only applies in the real world. In Algodoo, things do not actually travel through space! :lol:
Humpty Dumpty cracks me up! :lol:
Okay, my last guess. Since you mentioned a score for a movie, and earlier I was thinking that it might be the theme music from Skyfall, so that's my guess. Am I right?
Last edited at 2013/03/23 17:09:44 by Xray
I had a self-winding watch many years ago, and it always amazed me that I never had to wind it so long as I used it every day. I agree with s_noonan that you did a superb job on the mechanism. The only constructive criticism that I would have is, it would look a lot classier and less "cartoonish" if you added some textures from a photo of a real watch mechanism. But even if you do not, it's still a good scene. :tup:
That's pretty cool, Mr. Noonan! :tup:
This was already done by Checkmateing about a year ago.

http://www.algodoo.com/al … p?id=61170
Last edited at 2013/03/24 20:06:47 by Xray
I moved cars onto the bridge, then I selected one of them and slowly increased its weight until the bridge failed. It didn't just collapse, but it exploded! FUNNY! :lol:

All silliness aside, I've never seen a real bridge like this, but the concept makes sense. Good job! :tup:
Can you do any better, Mr. critic?
The orange dot is rather wide, and therefore makes a very imprecise pointer. The real planimeter has a sharp point which makes measuring more precise.

Interesting scene! :tup:
Last edited at 2013/03/27 04:57:20 by Xray
Nice addition! I like this type of scene because it's not some silly, worthless junk scene that we often see here on Algobox. It's informative and educational. Good job. :tup: :tup:
Pretty cool! Nice job. :tup:
This is very interesting, but I don't understand what the optics are calibrating to. Normally, adaptive optics in a real telescope adjust over time to eliminate atmospheric distortion (the "twinkling star" effect).

Could you please explain in some detail how your scene works? What exactly is going on here?

Thanks!;)
The graphics are excellent, and the action moves smoothly. NICE JOB! :tup:
Please explain WHAT you think is so strange about this scene. When I load and run it, the two wheels spin with the rope around them when triggered by the arrow keys. But that's all that happens! Is something else supposed to happen that I'm not seeing?
Algobot5000 - I know that you aren't being mean, but before you pick apart someone else's scene, you should be in a position to do equally well, or at least be able to give some helpful hints. In your first post above, all you did was to criticise. Never criticise someone without also giving some suggestions that would help the person do a better job (which is what you did AFTER I called you a critic!). Thanks.

I am not very good at making spring engine cars, boats, tanks, or airplanes, so that's why you never see those sorts of things in my scenes. I like making board games, optical illusions, and some other totally weird things. But thanks for the offer anyways!
This is not a "bug". The problem is in your design. For one, the pitch of the small sprocket is not the right pitch for your chain. I was able to get the chain and sprocket to rotate much more smoothly by making the small sprocket slightly smaller so that it matches the pitch of the chain. I also deleted the circle that sits behind the small sprocket. Then place a hinge (also called an axle) in the center of the sprocket. I also reduced the motor torque on the large sprocket. I used 100 Nm which seems to work well. Try those things and see if it works a little better.

EDIT: I noticed one more important thing. Your chain does not have consistent pitch. The pitch changes every 2 or 3 links. THAT'S BAD! I suggest that you remake the chain, and make the pitch between every link exactly the same! That should prevent the chain from exploding again! :lol:

EDIT2 - Check out my scene that I made for you which includes the suggestions that I made above. It does run much smoother, and the chain no longer explodes (as long as you do not pull on it too hard).
Last edited at 2013/03/30 14:45:20 by Xray
s_noonan - Thanks very much for your assistance! Your improvements (along with a couple that I also made) made my binocular scene much better! I appreciate your help very much, and I gave you credit on the revised scene.
_o_ _o_ _o_ _o_ _o_ _o_
Scene edited. Works much better now.
Hey.... I bet this would work great for my binoculars scene! ;)
Tracker doesn't work at all. :( :( :( :( :tdown:
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