WHAT glitch are you talking about? I see two rectangular boxes, and a green triangular polygon in the scene, but since you give no description of what the glitch is, I have no idea what to look for. PLEASE EXPLAIN IN DETAIL WHAT THE GLITCH IS SUPPOSED TO DO OR NOT DO. What must I do in order to duplicate the glitch? Thanks
1. NO INSTRUCTIONS! (How do you aim and fire the cannon?)
2. Where's the water? I see only two balls that roll into the rotating paddles. What's up with that?
The gate does not automatically stop when fully up and fully down. It just keeps going around and around. If you want to put any more time into this scene, you could place limits on the up and down motion.
I'll tell you what I tell other people looking for ideas..... LOOK AROUND! There are things around your house, such as machines, appliances, lawn mowers, chain saws, weed wackers, etc. Then there are things you can find in stores. LOOK AROUND! Now, if you can't get any ideas from real life, then look through the vast Algobox archive of scenes. There are zillions (well, maybe a few thousand) scenes that you can get ideas from. Maybe find a scene that you think you can improve or make different.
I get ideas every day, and a lot of them come from other people's scenes. I don't steal them or copy them, but I get ideas from them. Try it!
I played around with it and found two things that slightly improve it:
1. Enable the air friction, and increase the multiplier value to 2.0. That will slow down and stop the water from spreading too far.
2. Rotate the water matrix 90 degrees so that the bullet transverses the longitudinal axis. This provides a slightly longer bullet path through the water.
Good idea for a scene (the DC motor also) but I think it would benefit some people who don't have a clue what they are looking at if you were to label the components, and maybe even give a short explanation of what's going on with the changing magnetic fields, etc.
Good idea for a scene , but I think it would be more understandable if you were to create maybe 2 or 3 separate gear/chain/wheel systems that show in each one the benefits of a small gear turning a big gear, and vice versa. Maybe even show the force plots for each one, and explain the benefits of being in a low gear going up hill vs being in a high gear for speed on a level road and down hill. Just a suggestion.
s_noonan - Well, at least you're being honest! Everyone at one time or another does the same thing (i.e., not going the final 10% that would add polish and refinement to their scene), and I'm no different.
They are your scenes, and you can do what you want with them. I'm sure that they are useful for educational use in their current state.
Very good job! I was especially impressed by your rotation algorithm which works better than any other textureMatrix rotation script that I've seen in past scenes (including mine).
EDIT: I forgot about kilinich's texture matrix transformation scene (see my other post below).
After looking over your equations, I now realize the mistakes that I made in my textureMatrix demo scene. I increased and decreased the individual scale and offset values without regard to how the texture was rotated. Live and learn (as my momma used to say)!
This is really strange. Although I know that Algodoo does not produce any sound, I swear that I hear a "swishing" sound each time the white squares change position. My brain must think that it's a real mechanical device that it sees!
1. The gray box on the bottom makes the ball bounce like crazy because the Restitution is way too high. Reduce it to 3.0, and it also helps to angle the box so that the ball get deflected to the left, rather than straight up.
2. Your scripts in the "update" properties for the orange and blue boxes are backwards. Better to use this for the blue box: {scene.my.blue = pos + [0.0, 0.5]}, and this for the orange box: {scene.my.orange = pos - [0.5, 0]}. This way, the ball will exit the orange box 0.5 meters left of it, and will exit the blue box 0.5 meters above it. You will also be able to move the locations of the orange and blue boxes without having to modify the pos values!
s_noonan - How did you figure out the math for this? When I did my own demo scene, I simply played around with the matrix values and documented what I found. But I had no idea that the textures can be rotated so smoothly and without distortion. Did you find details about it in the forum, or did you figure out the math by yourself? Either way, you did a splendid job!
BUT............ it would be even MORE awesome if you made the tape cassette move, and the sound level meters shake (as if bouncing to the music). That way you would turn a (ahem.... boring) static scene into an awesome dynamic scene! Just a friendly suggestion.