You should give some instruction on how to use these. It took me a while to figure out that I had to push the inputs with my drag tool. But I still don't know how I can activate TWO inputs with only one drag tool. Sure, I could make a rectangular box to use for pressing two inputs, but since you did not provide one in the scene, I assume there must be some other way to do it. Suggestions?
Don't worry, Phil. I'm working on another scene that will test your finger reflexes, and you do not use the mouse for that one. I think guitar players will like that one. Watch for it!
My (real) shotgun is a pump style, and the shells are loaded from underneath the receiver. This scene shotgun obviously cannot load in that manner. But after playing with it for a few minutes, I finally discovered that it loads like a single-shot "breakaway" style shotgun. That is, you grab the barrel with the grab tool, and swing it down to expose the breach. Then you can remove the empty cartridge case and load a new one. The scene author should have explained this in his description.
By the way, this is the wrong type of ammo for this gun. This type of ammo is used in autoloader style guns. Since this is not an autoloader, the cartridges should have rims. This is a common mistake that I see here on Algodoo guns.
joon -- I understand what a logic gate is (I have worked with digital electronic circuits for many years), but the problem with this mechanical version is you cannot activate TWO inputs at the same time with only the drag tool. That is what I tried to clearly explain in my first comment, but I think you missed that. So, do you have a suggestion on how two inputs can be activated using only the drag tool?
No, Algodoo was not intended to do 3D. We users can only attempt to simulate 3D as best as we can, but as you have already realized there are unfortunate limitations and tradeoffs.
But it does have a few issues with the script. First of all: app.gui.playMode = sim.running should be placed in upDate (not in postStep) because update will execute code even when sim is not running. But postStep will only execute code while sim is running.
How did I do what? Are you asking how I deleted the bad comment? Well, I have magical powers. I just say a few words, and click my heels together three times, then WAMMO! Things happen!
I was just kidding about having magical powers, of course. The truth is, I am an Admin here on Algobox and on the Algodoo forum. So, I have the responsibility to make sure that people behave themselves and don't break the rules.
That's a very interesting mechanical device. Good job on it!
I noticed that the mechanism is a little shaky, which sometimes happens when objects that share the same collision layer come in contact with each other. I was able to greatly smooth out the shaking by increasing the simulation frequency to 300Hz.
Holy cow! You must have spent many hours making this. Very nice!
I was impressed by many of your other scenes that are mechanically complex (like your Conway's Game of Life). I now subscribed to you, and so I hope to see more of your awesome scenes in the near future!
This user was banned for posting scenes that he was warned not to post. He then posted a message scene that argued with my decisions and told me not to delete his message scene. He cannot seem to handle any kind of authority.
Well, thanks for looking into it anyways. I've never used Phun, and so I don't know how it used to operate. I do know that Algodoo does have some limitations when it tries to emulate some basic physical properties, and water is one of the physical materials that is very computationally intensive. If a scene has a lot of water, it will also have a lot of LAG! But water evaporating? I find that hard to believe, especially in the time scale that we are looking at. Water typically takes a long time to evaporate, but in this scene, it seems to be oozing out of a hole some place! And that just might be what is happening. We cannot see it, but the water may be disappearing simply because Algodoo cannot keep up with what is going on. That is, water pouring into a complex container, and the math is trying to deal with it at a high rate of speed. Because it cannot keep up, it simply makes the water "go away" or disappear. I'm just guessing at this point, so I hope someone else either agrees with me, or has a better, more logical answer.
I will describe what's happening in plane, verbose English: In the area where the water appears to "avoid" it, you can see the entire maze generator interface (as Luka pointed out). But the entire interface is extremely small, and so you have to zoom in to that area in order to see it. Even after zooming in, the interface geometries are still very small. The box that contains the text which explains what the generator is all about is the culprit. The box's attribute was set to "killer", which deleted any water that came in contact with it. After I deleted the entire generator interface and ran the scene again, then the entire maze filled with water, and the remaining water in the funnel stopped flowing out of it.
Luka was right about what caused the problem but he made a mistake in describing the solution. He said that the maze should disappear after pressing Return, but I'm sure that he meant that the maze generator interface should disappear. I think that all I need to do is to remove the "killer" attribute from that text box, and the problem will be resolved.