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Sure Xray! In algodoo there is a built in function called "Bench_steps(n)" which does the same code as my "benchmark" function except "Bench_steps(n)" prints to the console.

The code basically gets "System.time" which is like "sim.time" except it never stops and also is a more specific number.

Next, it forces the simulation to run 100 steps (i.e Sim.Step_N(100);)which is just like running the scene but it does it as fast as it can! (A step is one total scene calculation for 1/(frequency of scene) of a second)

Then it gets the system time again, finds the difference and it shows how long it took to do 100 simulation steps!

I hope that helps:bonk:
Oh wow thank you so much lethalsquirl!!! :coolgrin:

And thank you Kilinich!! :D
Bench_steps is always with algodoo even after a config reset. Just type bench_steps into the console
No Problem Xray!

@Litz, 3.8 is how many seconds it took for you computer to run the simulation
I would say its about average! I can't tell exactly
Thank you so much Joexer!!
Amazing engine_o_ You should add a timeToLive for the spawn balls so they disappear if they fall out
That's a a little lower than average!
I'm pretty sure the shaking is because of the floating point percison and the farther from the origin point you get the less accurate Algodoo gets
The buckle moving is from floating point precision. Algodoo is trying to keep track of 1000's of different variables and to save ram and performance it isn't 100% accurate. Every time you undo your scene it shifts some items.
Thank you so much lethalsquirrel!!!:)

And faytree thank you so much! and no Algobot5000 has not made a scene in over a year
I know but i'm not very good at making breakable stuff and i was thinking about soft tires
Thank you! Yeah I know it just drops the weight, it was confusing just getting it to do that! I'll look into making it lower slowly either the way you said or another!
I think its around 1040 nm of torque
All your new scenes are awesome as always!:tup: You should put a gear indicator to show what gear the vehicle is in!
mostly self taught and from google!
Try it now. It must not have given you the function
Hmmmmm its supposed to give you the function on update i dont know whats wrong
Sorry, if you look at the box behind the "click here to generate" it has the update code defining the function gearbox

The function is probably too big to print here
Thank you for looking at it Xray!

1. I added it and it still works for me i don't know why it doesn't work for you

2. I know, this is the first time i did that just to see if it would define the function for you

3. I rewrote the syntax and i cant figure out why gearbox isn't being defined for you)|(
The code has proper syntax. The update uses an if statement so if sim.time == 0 it will define gearbox which wont go forever once the scene is played.

The gearbox needs to know the users personal scene's sim frequency. Some people use 1000hz others use 60hz


After multiple factory Algodoo resets i think it fixed it. It works after the reset, for me, please try again Xray. Thank you so much for looking over it and helping!!!!!
Oh thank god!!!! I'm 100% sure it was the addition of "scene.my" to the function! Thank you again for your help!!

The scene is meant for users who make a vehicle in another scene and use this scene to generate their gearbox. Some people make their scenes using 100hz or some other frequency other than this scene's. Sorry if that doesn't make sense but it is necessary trust me.

You did a very good job don't worry!! and thank you!
Haha over looking small things!! I realized after looking at my code for a while the onClick function didn't use "scene.my.gearbox()" it was just "gearbox()":bonk:
Oh wow yes that's the whole process! I would suggest users to select the gearbox and copy and paste it as needed. I think that's easier for novice users.
Xray, just pause the scene when you wanna move chemicals and select them and use the move tool and place them as needed.

You shouldnt need to move the bottles
Last edited at 2014/05/22 16:26:09 by homieeee
I just figured it out! If you type into the console "Sim.limitAngVel = +inf" it removes the restriction of max angvel = (freqency * 1.56). The wheel is still unstable and the axle can "explode" but it will spin at any speed
You should add a timeToLive of .5 for the engine spawn balls so they are not laying all over the course
Thank you vaidas!! and thank you so much Joexer!! I can try to make it but it might take a while!
Last edited at 2014/06/04 22:56:21 by homieeee
Haha thank you so much dustville!!
Thank you Eugen!!
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