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I experimented with wings once too!
someone stole them...
juniortoz, welcome to two people talking about a common passion
first of all this looks nothing like arizona
also just edit the scene instead of making comments
I'm bored let's start an algodoo speedrun challenge. Make a driveable car as fast as possible. My very first attempt is 9.804 seconds, already way faster than craft_world took.
That's pretty dope
i got the two to act more similar by setting spring strength to 1e9 and damping +inf
oh no
al caringe
I think the ISS is actually smaller here than real scale, it would be 0.1 m long!
I call it the Contraprism
That's the goal. E-982990 is the most succesful of all its former prototypes, the most capable, the most intelligent. These tests have been refined over time, made harder, as the machines grew smarter.
Sim.limitAngVel limits the amount of rotations an object can make in a single physics frame. My best guess is that it is to prevent weird behavior like an object making roughly a full rotation in a single frame while looking like it's hardly rotated at all. I've set it to 1 instead of 0.25 and it does indeed look strange to see an apparently rotationless circle speeding across a plane.
Hey @Ahyan Bin, I've created another puzzle much like this one, except the characters are much prettier and more abstract! Feel free to take a crack at it!
http://www.algodoo.com/algobox/details.php?id=250908
ЗАЧЕМ ТЫ БЕЗУМИЛ?
10/10 vehicle, very fun to drive in low g
You're really close with all of them, however, it's in base 12 again, just like the last one, so all the 5s are actually 6s and the 10s are 12s. Those last two lines are 12/3=4 and 12/4=3, and other than that everything else is exactly correct!
Good work!
I've caught why _angle is even in the KM, it's because of code I forgot to remove when cloning the spring attached to the wheel and gait generator. It does no harm and I've expllained how it is irrelevant, but setting it to "not used" won't do anything because of the code modulating it. So, unless I see some significant issue with it in there I'll probably leave it.
That's pretty neat! saves a lot of time with making circular hulls over my method, and it's actually precise unlike my eyeball-it method!
bingus is best cat :3
wonder i fyou could incorporate consistent volume addition, like it adds more size when smaller, but less when bigger?
he
does it actually do anything tho
Been a while, Xray. I've been out doing productive things with my life lol, like enrolling in Google's IT course, etc.

Anyway, I got inspiration from a game called Rain World, to try and produce a very basic social AI based on the creatures in the game, including basic concepts like making friends and enemies, as well as implementing actual behaviors associated with these internal concepts, like protecting, self-sacrificing, and attacking.

The basic hardware I'm using to house this code is a single square box and an attached laser that freely rotates based on a _local in the box. However, I don't want to have almost every control managed by the left hand, and I want to be able to change the laser's maxRays based on whether or not left click is held down. Do you know if there's any way to do that? Thanks btw.
The scrambled list on the right was done so poorly. It only took a few swaps to put it back in order. I recommend this algorithm:

1. pick up the first element (A, in a sorted list)

2. randomly select one element to the right (suppose it's O)

3. swap the two elements (Put A where O was and O where A was)

4. push the first element to the side in its own separate list (Push O to the right, it becomes the starting point for the scrambled list)

5. repeat steps 1-4, pushing the first element after each swap to the side (to the right of O)

6. repeat step 5 until every element from the original set is put into the second set
Dang, that's impressive. Abstraction, who's that?
Ah, I'll never stop forgetting the details.

"You did not specify what the laser is for."
What the laser does on hitting something probably has nothing to do with finding code to make it turn on with a click, and I haven't made a final decision yet on what it should do, but at the moment, it decrements the _health var of any hit entity that has one. The most relevant information I can provide is that I want to be able to switch from click-controlling one laser exclusively to exclusively click controlling another. I can already do this with keys.isDown() but I doubt I can just fill it in with every variation of "mousebutton1" and expect it to work. Best case scenario, there is a keycode for left and right click, and this would be figured out by the end of the day, but knowing how old Algodoo is and how other really common language features never made it into Thyme, I have my doubts.

"Are you referring to keyboard keys that the left hand would be pressing as needed?"
Yes, and I'd like to prioritize speed, meaning I want to minimize the buttons that one finger has to operate and evenly spread the controls between the hands as much as I can. Right now, the current controls look like keys QWEASD all operated by the left hand and just the movement of the mouse in the right hand. I can't find any relaxed hand posture that can properly use all of these keys, not to mention the fact that at least one finger will have to operate 2 buttons.
Awesome. I forgot to mention how the maxRays is actually controlled. As with its rotation, the maxRays variable is set to a variable called _laser in the box.

I want some code that sets _laser to 1 when the mouse is pressed down anywhere in the scene, and set to 0 when it is released, a bit like a keys.isDown() conditional.. And that's all there is to it. I more or less know the ins and outs of Thyme now, so if I need anything more than that after I have such code, I'll be able to figure it out.

Also, if it means anything, I want to be able to move the mouse while holding down left click without messing up anything, which probably means not using an onClick in a mouse-following box or something similar.

Thanks for the help, by the way.
an and gate can be made by having an output connected to a plate that naturally pushes toward the on position, along with two inputs with plates infront of the output plate that naturally pull to the off position.
I'm honored. The whole reason I decided to make a strict method for creating a hull is because of the 2D ragdolls I was working on based on my own 3D models. I never ended up finishing the project but at least I was the cause of something really cool!
I guess I have to post mine now, lol.
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