QUOTE: "Maybe the largest tornado was an EF4"
Nope, it was an EF3!
The largest tornado ever recorded was the El Reno tornado on May 31, 2013.
Fun fact though, El Reno was still only rated an EF3 though despite reaching estimated speeds of over 290 miles per hour.
That's faster than the fastest Ferrari!
I find tornadoes fascinating, so I look forward to more scenes like this.
The stick figure sometimes gets stuck in front of the torque car causing it to lose grip and slide back down to the bottom!
I will say though that this seems fairly bizarre -- the driven wheels have infinite friction which should make slipping impossible. I would perhaps make it so that the stick figure falls into a basket, that way it doesn't disturb the car.
I guess this is just Algodoo being Algodoo. Sometimes when I make vehicles, Algodoo acts weirdly too (especially when landing from jumps!)
Good scene!
Cool scene!
ALSO:
Quote: "I found it lying in his scrapyard"
People commonly mistake me for a guy but I'm actually a girl -- just correcting you for the future.
Near 1:1 copy of http://www.algodoo.com/algobox/details.php?id=292230; only difference is that the sun was deleted and Mars' texture matrix was messed with.
Even the scene metadata (author, title, and description) are the exact same.
My engines are designed to run at 60hz (hence why the pistons are simply simulated by the springs, and why they're connected directly to the crank).
Negative damping engines get tricky at low frequencies. The way my engines make power is a bit more complicated but it works great at lower frequencies -- the spring just checks if the crank is in the right orientation for power -- and if it is, the spring pushes against the crank. Otherwise the constant is set to 0 and nothing happens.
This has to be one of my favorite april fools scenes I've done.
Anyway, if you're wondering -- the cat does not have brakes. In order to brake, you have to hold forward and backward at the same time -- this locks up the transmission since it's trying to be in both drive and reverse at once and causes it to brake.
I think out of all of them the Magnesium no signal screen is my favorite.
I'm working on a new computer called Quartz -- I plan on putting some sort of geometric no signal screen in it similar to the Magnesium one.
Anywho the Quartz probably won't be done for a while -- everything's being rewritten from scratch in a new language called LASM (Little's Assembly) based on Chives, with the intention of being far closer to an actual assembly language and (hopefully) being able to run in the kilohertz range.
My main bottleneck here is that LASM will not be processed in the same way Chives was -- programs must be assembled into "array code" using a tokenizer before running. This should make LASM far faster than Chives or Ab (and far more stable), but it has the drawback of having to spend extra time tokenizing the program.
I'm still thinking of ways to do this -- I imagine it would be quite inefficient to tokenize it every single time you put the disk in the computer, so maybe SDISKs will have a "code section" as well as a "text section". By default disks are not bootable, but you *can* write disks to be bootable by perhaps pressing a different button to read/write the disks -- maybe left/right uses the disk as normal and pressing up will compile?
I imagine Quartz probably isn't coming for at least a month or two
I'm still quite committed to making sure Chives programs can be transpiled into LASM though.
MAYBE Ab too, but no guarantees...!
Aside from LASM though, I want to start branching out with making more bespoke computers with their own instruction sets rather than sticking to just LASM like i did with Ab and Chives.
Perhaps I could try making a computer with, say, only 8 instructions that has to be able to do everything Chives could. It'd be fun!
Masterpiece! Reminds me of those "evolution" games I used to play on my mom's phone when I was little.
I have a suggestion though: Maybe add a "bin" area for numbers you can no longer use -- for example, if you have only 1 square with 1 on it and then unlock 2s, you can never use the 1 square and it just sits there. It would be nice to be able to remove it -- or maybe not, maybe that's part of the intended challenge.
As well, the area likes to fill up with cubes around the 50 mark -- perhaps the ceiling could slowly rise based on your highest number? Or maybe you could sacrifice a few numbers (eg. bring your score from 50 down to 40) to raise it.
Nonetheless this game is simple and addictive -- definitely in my top 10 Algobox scenes!