“Imitation is the sincerest form of flattery.”
I wholeheartedly agree. And since your execution is much cleaner (as always) than the polygonal salad I usually slap together, I really have no reason to complain. On the contrary, I have to thank you once again for improving one of my concepts. Please feel free to keep doing so with any scene that inspires you.
✌️
Neat execution. When sim.frequency is increased to 1200 it even becomes selfclosing, which is far better than the opposite tendency of their real world counterpart
Turns out it didn´t calculate correctly (no first inflection point because rotation was ignored) but it should now do its job and show a clear inflection point.
Nice workaround, but couldn´t you just make a chain out of glass, that way you would have actual total reflection instead of pure reflection?
Well, I tried it. Algodoo weakens lasers heavily when entering a new object, even under 0° . not really realistic but hey. Someone would have to make flexible polgons, but algodoo doesn´t have these
thanks. The statistic sure does fill up faster this way.
The reason sim.frequency was set so high was, because I initially used elliptical polygons as molecules, because they would be easier to calculate. Unfortunately their collisions led to an increase in total energy I tried to reduce these errors by increasing the frequency, but to no avail.
Chaotic may very well be the way we humans label things our tiny brains are unable to comprehend. Maybe there is a higher order (like the order in the statistic of this scene, which ermerges from randomness and chaos if left alone long enough )
I feel beyond flattered and hope your "whatever"-days are in the far future or never occur at all (in a strictly positive sense!).
Nice work. That topic was part of my first pseudo-"scientific" paper" way back in school in 11th grade ("Paradoxa of infinity in mathematics"). Such thought-experiments can force us to deeply rethink our models of reality. Quantization of space is probably one way to escape the paradox (which is ironically what every simulation ultimately has to do as you pointed out).
"That is the basis of Zeno's argument that an object can never reach its destination because it must move an infinite number of halfway points which, if truly were possible, would take more time than the lifetime of our universe!"
I´m not sure whether that last part is actually Zenons arguement here, since every consecutive half-way takes less and less time to complete we do not arrive at infinite required time. I think it is more about the failure of our mind to conceptualize infinite moments of movement (which is more akin to the way a_bored_coder described it: that it is impossible to even initiate movement since you can not define a way without defining its half-way, which again is impossible without the half-half-way and so on...)
You can probably increase the number of neccessary clicks to reach 4 by setting sim.frequency to its max value of 36000Hz and adjusting the pos-addend in poststep (but I don´t know if that would be too laggy)
I learned about it 3 years ago, when I created my scene of lissajous-figures, which required a very high frequency to show smooth shapes. I just tried to get it as high as possible for testing and 36k was the maximum algodoo allowed. Glad I could tell you something formerly unknown about algodoo, certainly didn´t expect that
(you even commented on my scene back then and I put in the description that it uses 3,6 kHz. so you could have learned about it a bit earlier ^^)