I did notice a problem which I'm pretty certain is due to the poor precision of the Algodoo polygon generator. I generated a large gear which had 106 teeth, and then I cloned it and carefully meshed the two gears with axles at their exact centers. It was almost impossible to mesh the two gears so that they moved very smoothly. The driven gear kept jamming along certain sections of groups of teeth, and I had to increase the torque of the drive gear to such a high value in order overcome the jamming at the rough sections of teeth. If I moved the gears apart sufficiently to eliminate the jamming, they then become so poorly meshed that there was unacceptable backlash. When zoomed way in to view the area where the teeth meshed, I was able to see the poorly formed teeth, and I realized right away what was causing the jamming.
Not your fault, of course. Just bringing it to your attention in case you hadn't noticed that particular issue.
Well, there are many situations where floating point calculations are required because you cannot do those calculations using integers. I find that the Algodoo single precision floating point math is quite adequate for the game scenes that I make. As long as a user understands its limitations, he/she should be able to utilize it without any problems.
Stormstar- Can you PROVE that he copied MaroonClan666? And can you PROVE that MaroonClan666 did not copy it from someone else? My guess is NO you cannot. And even if this scene did originally belong to MaroonClan666, why isn't he complaining about it? Why should YOU need to watch out for him anyway? Does he pay you to watch out for people copying his work? Or do you enjoy wasting your time doing this sort of thing? Do you see where I'm going with this? Reporting someone "stealing" another person's stuff is a waste of everyone's time and that's why I do not bother with such nonsense any longer. I suggest that you don't waste your time any more either.
When you say "I use doubles mostly", what does that have to do with Algodoo? As far as I know, there is no way to choose whether Thyme scripting uses single or double floats. So, is your little rant about floats just in general, or are you referring specifically to Thyme scripting? You are not clear about that.
That's great, MaroonClan666, but can you PROVE that you did not copy someone else? NO! Of course you can't. And therein lies the problem. That's why I no longer attempt to determine who owns the scene that someone claims is theirs. So many scenes and parts of scenes on Algobox have been copied so many times by so many people that it's impossible to determine who owns what. That's why I no longer get involved in these disputes. I have better things to do with my time.
I was just concerned that you posted a scene in which you very LOUDLY say "Do not use what floats" and then you comment " Thyme uses IEEE-754 single precision floats." People reading that will probably be just as confused as I was wondering what you are talking about! About 90 percent of the users of Algodoo are children who have no idea what a floating point number is. And the users who do know, such as myself, are probably left with a puzzled look on their faces (like I was).
Friendly Suggestion: When you post a scene in which you rant about an issue, mention if Algodoo is affected by the issue, and if it is, post a suggestion that explains what can be done to correct or improve it. If Algodoo is NOT affected by the issue, then SAY THAT!
I do have a basic understanding of floats because many years ago (I hate to say how many) I was involved with a group of engineers at a company that I worked for in finding a software floating point math package that would run in the medical instrument that the company produced. We found out the hard way, that running 16 bit floating point routines on a computer with an 8 bit processor and limited memory was way too slow. Even to calculate some basic statistical analysis (such as least squares fit, and standard deviation) took way too long. So, the electrical engineer on the project designed the next version of the CPU board around a hardware (actually firmware) version of a float package, and it ran at least ten times faster than the software version. Later we went with a 16 bit microprocessor, and then floating point math ran with the speed of light! A lesson learned....
Before running the scene, click on the rope (right click to bring up the Edit list) and all 35 segments of the rope should be highlighted. Then click on Script Menu. In the Script Menu you will see something labeled "Bend Constant" and it will have a value of "NaN". Click on "NaN" and change it to any number (such as 10). At that point you can back out of the Edit Menu and run the scene. The rope will no longer glitch out.
The problem is that some values, such as Bend Constant will default to NaN which means "Not A Number". Because it is not a number, the software does not know what to do with it, and so it goes crazy.
I also noticed that your chain and the box above it are extremely light (they have very little mass) which could cause problems. You could click on those things and increase the mass slider. They will then behave properly in an environment with gravity.
You did not make the changes I suggested. That's why it is still doing weird things. If you would follow my instructions instead of randomly changing things, the rope will settle down and stop acting crazy. Now, will you make those changes, or do you want to keep posting weird scenes and asking people WHY is it acting crazy?
Also, what is an "upgrade"? You do not explain it.
Also, you say in the scene "upgrades stop at 1000 because number will overflow to infinity". Why will that happen? It makes no sense unless you are doing something weird in the calculations.
Hey GoAnimateCPUAlgodoo -- Settle down! The Linkage did not say anything that was maligning, insulting, or threatening you. He was only trying to help you by giving you some technical suggestions. Maybe you didn't like the fact that he was a little verbose, but that's not a reason for you to overreact like you did. If you don't like his reply, or if you don't agree with it, either tell him that, or just ignore him. The wrong thing to do would be to lash out at him your own threatening comments.
You have the right to remove your scene if that's what you want to do, but you do not have the right to send him hate comments like the one that you recently posted.
Algobox is all about fun and education. So, lets just focus on those goals!
Ha Ha Ha Ha.... Just kidding. I am amazed about what you did even if it is not a complete computer with all of the capabilities of a real computer. Of course it is slow. Any mechanical device that operates based on the movement of rolling marbles is going to be slow...... VEEEEEEERRRRRRRY SSSSLLLLLLOOOOOOWWWWW! But the fact that it works at all, and the fact that it's so complex are the truly amazing things about it!
@MarioBro1337 -- As I explained in my post (link below) giving credit is meaningless if the user did not get permission to use another person's scene or parts of a scene. Besides, Ultragame564 hasn't posted anything for a number of weeks, and so I don't know if he/she is still active. But if/when they do become active, they can read my post which explains what can be done about it. Here is a link to my post. You should read it too:
@thathiperson2 -- No problem. I banned your original account "thathiperson" and so now you are no longer in violation of the rule which states that no person may have multiple user accounts.
@MegaGate164 -- WHY do you keep reporting people who use your items without giving you credit? Didn't you read my post about how to handle that sort of thing? If not, read it here: What to do
If you did read it, then, as my message states, please stop reporting people because I will not do anything about it!
I don't know what you want this to do, but it cannot work with the undefined variable named "Boolean" which you used in the onCollide event of each box.
Didn't you realize that this scene doesn't work before you uploaded it? It's common practice to TEST the functionality of your scene to make sure it does what you expect it to do.