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Playing the scene taught me nothing new.
I believe they're called baryons
"So there is no way of knowing which is which. Unless they come closer."
Actually, even then, there still is no way to tell. It's possible to compare two particles, to tell if they are identical or opposite, but you can't say with certainty if either is matter or antimatter.
Sorry, Ryuweh, I found a problem with it, but it's fixed now!
In two dimensions, a revolver isn't possible!
Ahyan Bin - I'll see what I can do.

Here's my guesses in order.
Ahyan Bin, UnityDogGaming04, SoReSo, than that, (and that's where you lost me.)

Did I win?
Thanks for the kind words!
xaxexx - I have a few new games you could try, if you're up for the challenge!
People like you are the reason why people remain naive for their whole life. You simply cannot make energy, no matter what you do. Sure, your hopes-and-dreams machine works in algodoo, but it won't work in the real world. It'll be a total waste of time, energy, and resources.
Coming from the new computer, Really cool, and efficient too!
alan32525 - a few minutes after your slow-time record break on "PTF 2", I put together a faster strategy that got me a new record of 1.2500004 seconds time. If you're still interested in glory, feel free to take a shot at it again!

http://www.algodoo.com/algobox/details.php?id=227576
Precession*
In the real world, orbital precession can only be caused by another object in orbit around the main body (sun). But in computer simulations, it can be caused by low iteration frequency.
Did you get the idea to use zero force springs from me? Or did you also come up with it on your own?
:/
They're meant to be really, really minimalistic... vaguely inspired by The Mitchells vs the Machines
Last edited at 2021/05/24 18:13:48 by UnityDogGaming04
Excuse me, I don't recall you asking to use my wing panel. I appreciate that you enjoy what I make, enough to share it in your own scenes, but please ask and wait for a response, for future reference. I'll leave this as a warning, you can keep the scene up, but please don't do it again.
I'd appreciate it if you added my credit in the description.
Hey Xray, do you know at all if Algoryx has any plans to update Algodoo in the near or distant future? I emailed them a while ago and got no response.
What a coincidence, I'm currently developing a turing-complete computer as we speak!
Remastered? Ain't that a word referring to music? Lol
The ions seem rather similar to mine in my IONSIM scenes... But I'll take your word for it, that you produced them yourself, but not that you created them without my inspiration.
Bummer, because Algodoo means more to me than any material thing I've ever owned. It has a beautiful history behind it, yet it appears to have a mundane future unless... Something happens.
Actually, this has been done in real life.
Congrats to all you who figured it out!
This might be a new game idea, but I need to work out the kinks, which so far haven't presented themselves as fixable in any simple way.
Xray - Actually, the position calculations are done at the same speed, but there's a long gap of nothing being done at low frequencies. Often, when the frequency is high enough, scripts aren't executed every frame. And at 60 Hz, I have actually managed to do the move a few times!
Last edited at 2021/05/28 17:27:01 by UnityDogGaming04
Thanks for the kind words, BROWNZEY!
I've got some games with speedrun records you could challenge, if you're interested in any.
I used the edge of the shield to boounce the meteor away, never to return!:D
Radiation of any kind can travel indefinitely, it just becomes less and less concentrated as it spreads out ovr space.
I have a design of my own, this is what I do:
Create a 2:1 ratio horizontal box
Add two circles the same size as the width of the box, so that they fit in front of the box and barely touch each other
Add axles to the centers of the circles
Attach a spring from the center of one circle to the other and set the length to 0 and adjust strength as needed
Open the console with "~"
Type "scene.my.c = 0" and hit enter
In the box's postStep write:

(e)=>{
{keys.isDown("E")} ? {scene.my.c = scene.my.c + 0.01} : {};
{keys.isDown("Q")} ? {scene.my.c = scene.my.c - 0.01} : {};
}


in the postStep of one circle:

(e)=>{
radius = x + scene.my.c
}
NOTE: x is the radius of said circle
In the other circle's postStep, write the same code but replace + with -
Hope this helps, any questions just reply, but make sure "UnityDogGaminig04" is in your reply so I can find it again.
Yeah, this type of engine is as old as Phun.
Xray - Thanks! I'll keep the info from that scene in mind in case I need it.
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