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I'll take that as a thanks. You're welcome. :rolleyes:
Last edited at 2024/08/11 21:48:03 by Xray
Okay I unglued the rectangle. So, now what? :s
Well, like I said, try to make your scenes "user friendly". Just because YOU understand how to operate your scene doesn't mean EVERYONE understands how to do it. This is especially true for a fairly technical scene like this one. It needs instructions that the average 11 year old kid could understand. That's because the average age of users here on Algobox is about 11 years old!
After coming back to this scene and trying a few things I finally realized what it does. If you spawn objects (such as a circle or a box), when the objects fall onto the black rail, they turn into water. That's fine if you do it once or twice but if you convert too many objects into water, the computer lag gets really bad very quickly! Algodoo cannot handle large amounts of water in scenes.
Last edited at 2024/06/09 17:52:21 by Xray
This looks really cool but when I run the simulation everything flies apart! Is it supposed to do that? :huh:
Much better now! :tup:
Your instructions in the scene states "Click the buttons on the left to disable/enable certain features." Where are those buttons? :s
Nice job on the scale! :tup:

I have a few suggestions for your consideration: 1 - Measurement ambiguity can be improved by using small/thin tick marks every 10 Kg instead of those relatively large rectangular boxes. 2- Use square boxes for the test weights instead of circles because the circles tend to roll around on the flat scale pan. 3- Add some damping to each of the main springs which will help to stabilize the readings when the pan starts to wiggle around or swing like a pendulum.
Clarabell
Last edited at 2024/06/12 04:08:50 by Xray
This is interesting! It provides springlike forces but without springs. Nice find. :tup:
I found this to be quite IMPOSSIBLE! :lol:
fronkin7896 -- I won't know until you ask me.
You have no movement limits, and so the "cursors" are allowed to try to go past their max lower and max upper limits. Here is one way to create limits. Remove the code in the Spring's "length" and put the following code in "postStep":

(e)=>{
1.5 + app.mousepos(0) > 0 && 1.5 + app.mousepos(0) < 4.0 ? {
length = 1.5 + app.mousepos(0)
} : {}
}

You can adjust these values to fit the requirements of your scene. This just deals with the horizontal cursor. You can do a similar thing with the vertical cursor.
Last edited at 2024/06/14 16:46:37 by Xray
Well, it would help me if you can explain what the scene is supposed to do. When I know those details, I will then have a better idea how to make it work.
Nicely done scene. It could be a useful tool for anyone needing fire and smoke in their scenes.

There is an issue that I personally have struggled with while making Algodoo fire, and that is the fact that air friction (especially its speed and direction) has a major influence on the behavior of fire and smoke (as it does in real life). A fire that looks correct in one scene may be totally unusable in another. I don't know of any way around that except to adjust fire parameters for each scene that has other than default air friction parameters.
Quote: "...my smoll brain 1 to 2 years ago" :lol:

Ummm, Besides that, the plane doesn't fly. You can rotate it, even upside down! But it just sits in the same spot no matter what controls I move. :huh:
Thanks (I think). LOL

For what it's worth, this was right up there with the most difficult 2 or 3 scenes that I have posted over the years. I know that the code is difficult to follow (even for me) and it's because I kept changing how the scene was going to function. In other words, I did not carefully layout my design with a flow chart and pseudo-code like I normally would have done if I were still working in product development. The fact that it works even surprised ME! :lol:
This is cool! Nicely done! :tup:
Thanks ProfessionalSudo! :)

Concerning your comment: "...and it can help you learn how to code." I'm not so sure about that. If you read the previous comments from s_noonan and me, you would see that neither of us considers my code as being easy to follow. There are few lines of code in which even I don't recall what they do! :lol:
Quote: "The reason the coding gets complicated is because it requires a state machine to track which state the scene is in (no balls selected or one ball selected)."

I concur. You nailed it.
The rules that make this work are determined by two things: 1. your programming code and 2. how Emil designed Algodoo to work.
Wow, your coding ability is quite impressive. Nice job! _o_
How to run the Mandelbrot fractal renderer?
Thanks NicNock. This is amazing! _o_
Manduco_08 -- Good question! Some scenes, especially games, require many hours of work designing, modifying, and debugging the code. So, after I finally upload the working scene, I am tired of it by that time and I want to turn my focus on to something else such as a different game. I might consider adding more levels if I get many requests from people, but unless that happens I probably will not do that.

Thanks for your comment, and thanks for playing my games!

By the way, in case you didn't know, you can click on my username and then you will see all of the scenes that I have uploaded to Algobox. Many of them are games that you can play.
Last edited at 2024/06/18 17:59:16 by Xray
No, it's not cursed. The laser is simply behaving in a manner that you made it behave.
Not bad, TimurChi! Let me know after you solved it for the 100th time. Then I will be totally impressed! ;)
Good idea, s_noonan! Thanks.
Yup, I see that now.
Before I can help you I need to know a few things. What version of Algodoo do you have? Also, do you use the Algodoo built-in browser for uploading and downloading scenes, or do you use a standard browser such as Chrome, Edge, or Firefox?
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