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Thanks for the explanation of how it works. I wasn't sure about how those two pinion gears on each side of the screw could possibly work correctly as gears but now that you clarified the fact that they represent a single nut, it all makes sense. I now see how the "pivoting brake" works.

Even though I don't have anywhere near the mechanical expertise that you have, I still find this stuff to be very interesting and clever. Nice job on the scene!
Wow! This didn't look like anything special until I clicked the RUN button. This is a very cool 3D effect! :tup:
Yup, it's a spine thingy alright!
I can script hard? :s
It appears that you spent a lot of time coding these game components. Very impressive! I'm not much of a gamer but I always appreciate clever coding when I see it, and your coding certainly falls into that category. :tup:
Thanks!
It's whatever you want it to be. :lol:
All the planets fall down when I click the RUN button! :lol:
I hope you don't drive a car that way! :lol:
Q: The marbles appear to be magnifying a virtual image directly under the marble. What is the texture matrix of the virtual image?

A: Each marble is using the same image as the one that they roll over. They don't actually magnify anything. They simply display the texture (which can be any texture image). In the textureMatrix, the Xoffset and Yoffset values continuously increase or decrease with the marble X and Y motion. Here is the textureMatrix values in each marble:

{
[0.3, -1.6784365e-009, pos(0) * 0.62, 1.6784365e-009, 0.3, pos(1) * 0.7, 0.0, 0.0, 1.0]
}

The pos(0) and pos(1) values include a factor which determines how quickly the texture appears to move over distance. The Xscale and Yscale values determine the apparent magnification.

A few years ago I posted a scene which simulates a magnifying glass. I used the same technique in that one.

Good questions!


Magnifying Glass V3
Last edited at 2024/03/08 17:30:09 by Xray
Yup, some of my best scenes (in my opinion) were developed by learning from other people's scenes.
Thanks for the info. :tup:
Interesting device. What advantage does this dual-pitch screw assembly have over a single pitch screw assembly?
Thanks for the info! Do you know of any manufactured products that use this differential screw assembly? I would like to see it in use in an actual product if possible. Thanks again!

Edit: Disregard the above comment because I found a couple of good YT videos that explain what differential screws are and how they are used. I could have used this idea a few years ago when I was making a precision adjustment for the tail stock on my lathe.
Last edited at 2024/03/10 04:37:20 by Xray
Very interesting! Could you please share a link to that standupmaths video that you mentioned in the description? THANKS!
Hello block! Nice to meet you. I am a human.
After the first 9 or 10 black balls die when they hit the left wall of the playfield, the rest of them do not die, and as a result they pile up at the wall making it impossible for the player to continue without dieing. You can fix that by unchecking the "immortal" checkbox in the material section of those black balls.
Why? :s
The title says "Animated" but nothing moves! :s
HammerYTIsHere -- I'm not sure who you were addressing as "bro" but since I'm the Algobox admin, I'll answer your question. If you were asking about posting scenes that depict or discuss passing gas (a.k.a, farts) it can be against the rules depending on how the subject was presented. In this particular scene, the subject is a fictional cartoon kid who passes gas. As long as the scene does not specify a real person (such as an Algobox user) then it is most likely Okay to post. Childish humor, such as this particular scene, is borderline acceptable. We prefer that scenes be educational and entertaining for children and adults of all ages. Every scene that gets posted is checked by the Admin (currently me) to make certain that it does not violate any rules.
Last edited at 2024/03/13 21:47:55 by Xray
Thanks MadBabyKangaroo!
@TheOliveGuy7 -- You're welcome.:rolleyes:
Ah, yes... The standupmaths guy was explaining how to rotate a pixel image by Skewing (also called shearing) the image matrix. It's an excellent video because he makes an otherwise confusing subject understandable even for people like me who are not math geniuses. Thanks!
User s_noonan posted a scene that allows you to adjust many water parameters and then see the results of those changes. You may find it interesting and/or helpful concerning your observation of Algodoo water being compressible.

Play with water.
Last edited at 2024/03/15 17:50:47 by Xray
XLAerospace said: "...fetishes are against the rules".

Oh, really? And what rule might that be?

Never mind! There are no such rules because a fetish is in the mind of the person looking at something. For example, the cartoon girl in this scene might be a fetish to someone looking at it, but that doesn't mean that a rule was broken. If, on the other hand, the cartoon displayed a sexual image or act, then it would definitely be against the rules, and the person who posted the scene would be the one in trouble, not the person looking at it.

Concerning acknowledging minors, I have done that many times over the past 10 years that I have been Admin. I know that at least 95 percent of the users here on Algobox are probably under 16 years old. I don't know for certain because we don't ask age when registering. I can only go by how people express themselves in comments and by the kinds of scenes they upload. The number of adults who regularly upload scenes is probably an average of 8 or 10, a very small number compared to the number of minors.
Last edited at 2024/03/15 23:39:45 by Xray
Oh, Okay.
Nicely done! :tup:


I have just one minor suggestion: Turn off the Algodoo clouds because they make no sense in this type of scene and they are distracting.
@HammerYTIsHere -- What old account are you referring to?
Overall the scene is very well laid out and the interactions between the moving components are about as smooth as they can be with Algodoo. Excellent work! :tup:
By the way, you can link the knob handles with script rather than those hidden sliding bars that you used to tie the two knobs together. Here's what I did that works well:

In the upper knob handle (master):
PostStep = (e)=>{
scene.my.handlePos = pos
}

In the lower knob handle (slave):
PostStep = (e)=>{
pos = [scene.my.handlePos(0), pos(1)]
}

Of course if you do that to both assemblies you will have to use different variables for each such as scene.my.handlePosA and scene.my.handlePosB.
Last edited at 2024/03/17 22:00:03 by Xray
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