I don´t get why you are using this formula in this instance. It refers to the Moment of Inertia in case of a rotation not simply inertia.
The right formula for Newtons first principle as you describe it within the scene should look something like this:
sum(F_i) = 0 --> d/dt(v) = 0
Thanks alot, seems pretty useful! I am still trying to figure out how the code for the creation of the gears works. Since the _showForm variable has over 4000 lines of code... do you have a hint how it works, or what the basic idea is?
I noticed, that the gears start to look messed up when you go beyond ~200 teeth. Is this due to the way the code works, or is there a restriction in Algodoo that limits the amount of surfaces a Polygon can have?
Looks nice. Reminds me of the YT-vids where they make a sound when they hit the line. Did you get inspired by them? It´s a very beautiful visualization of polyrhythms.
Your double gravity is actually 3x gravity. Also I dont get why you make your math so unnecessarily complicated. Instead of 0.16... times multiples of 60, why dont you just use multiples of 9.81?
Otherwise nice demonstration.
Anyways. Do you know if it is possible to extend the limit of camera zoom? I only managed to change it by forcing it via postStep to go beyond 3000 or below 1.5, but at this point the zoom gets really jumpy and resets to the (upper or lower) limit as soon as I stop the simulation.
No I didnt use any scripting, that would be cheap ^^
the weights have just incredibly high mass and gravitation as well as speed, and the green box has infinit adhesion, so the egg doesnt fly up again.
"Does this obey the laws of physics, or just 'Algodoo Physics'?"
Well, despite the fact that it would be impossible to create something like this
in real life I think the Egg should be ripped apart by the immense gravitational pull from the weights which Algodoo does not account for, but I could be wrong.
It is the same for the other solution I presented (turning air friction to 100x), which should destroy the egg because the amount of force on its bottom would be incredibly high, like hitting a brick wall.
It is also a bit odd that you can change the size with the scaling tool of multiple selected objects, but you can not do it with thyme, unless I am missing something... Every Object or every selection of objects should have a "height" and "width" variable, shouldnt they?
Looks neat, but i would suggest to fill in the gaps between the polygons to make them look smoother & maybe make the rings a bit transparent. How did you create them?
Why are the white circles travelling faster (vertically) than the brown particles though? I don´t really understand. Where are the formulas in the scripts derived from?
I managed round 3 after around 10 tries, but it was a lucky call. is it intended, that the counter at round 4 starts counting up to 10 even before any balls are in the pot?