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What about "chocolate-rain"?
What does e.soundGain do?
Last edited at 2018/10/21 12:50:03 by JakubKubo
S_noonan
I think you are programmer so you know my goal: One script (to rule them all :lol: ) that work at perfectly at any input any Hz, do not change rest of scene

1. Use circles as liquid particles? Is that less CPU demanding? Because sometimes you need A LOT of water
2. Yeah, I was thinking about it, but it is not reliable
3. But what about if you want high volume transfer?
4. Well, that would change EVERYTHING else in scene, keep in mind that this scene is just part of code that is used in other scenes, so it need to be independent as much as it can be
5. In real use pattern will be totally random, so i cannot help it by giving it easy-to-count pattern, it need to work with any input
6. I was meaning very high frequencies, so high it was lagging NTB
6.1 Algodoo was installed and restarted recently to this NTB, I´m not at home for like...end of my study abroad
7. Same thing as in 3 note, it need to be universal simple and work at any circumstances (angle, volume, pattern etc.)
8. What? How did it help me to count particles that touched counter?

Idea with custom particles seems promising most, some onDie event and it should be working perfectly....
No, I want to count how many particles touch surface of object, for refueling:
Pipe will spawn water, water will flow to car and car tank will destroy water and count it > that way particles are saved as number, so I don´t need to store particles in car tank, which is CPU heavy, and also leaking because of water physics
If you spill some water, then, nothing go into tank to touch object (so counter is still)
Thanks for the script will try that later...
Isn´t this default scene from phun?
It have sounds? Why didn´t you said that earlier?:o
At least in tags
Sorry but this is really bad scene, have HUGE size due to texture and screenshot, helicopter is unflyable and can not EVEN stand on wheels
-5/10
No suprise nobody comment this crap
If you want, i can help you to make it fly,
or use Kilinch flying phunlet, it is free to use
Sorry again
How you do this? How you do anything with those surfaces? How do you calculate that? That is a mystery to me...
I´m bulding something that can dig through solid rock, but it is endlessly boring
Maybe will upload soon...
Your scenes make WHOLE algodoo switch to play-only mode when sim is running and only way how to revert this, is total reset algodoo to default values :grr:
Fix it so your script (App.GUI.playMode=sim.running) stay in your scene!:tdown:
Would like to rate 10/10 but fix this issue first!
Thanks, this is exactly what I needed for...I forget:/
But great tool, indeed :tup:
Please make more scenes like this!
Worth 10/10!
So, because FRA32 and faytree say it is good, i will try that too...
Should I delete that texture then? Or are you fine with that?
I never heard about porpoise?:o
Xray
1. Yeah stupid clouds!
2. That's the point
3. Because it is just one function for this scene, normally it will be used for moving and facing units (as WarCraft movement)
Also don't know how to "read" which tool's is active
I know there was some way to block algodoo tools or just temporary unbind them

For me, YOU are the only admin! (Hope Wild bill won't see this comment:D)
Sorry for inactivity, I'm on university and now I have same time between exams
Guess who get "A" from programming?:D
P.s.: They know about algodoo here YAY Funny thing is that they only know how to play it, not how to program it :bonk:
Calm down Ken3344, teacher isn't here yet, sleep well:D
Thanks for comments, I left most of my programms and self-writen "book" of algodoo programs and I'm also learning new program so I make more mistakes in scripts now:/
Programs we use: MatLab, Inventor, autoCad -will use: solidworks, creo
- How to make direct acces to array?:bonk:
- Will fix that (true) problem, I'm not sure when that (true) is needed then, but this thing I learned from YOUR scene :tup:
WarCraft is really old game, even my dad know about it, it is just command for units, first point is where they will GO, second point is where they are FACING so they will SHOOT where arrow is pointing
Update from school: math exam is DONE! YAY
Ok, now make some game out of it:D
Now is that time you use this new thing, make it better and upload your version :angel:
- It have one HUGE downside, everyhinge is constantly measuring if force is lower
than threshold value, which cause a LOT of lag if many decoupled hinges are used
If they are connected then the are no more calculating
Either make a simplier code:bonk:
OR I'm going to make it that you need to click hinge and then connect it within 10 seconds (red color) otherwise it become black as dissconected innactive, to save some CPU calculations
- This scene idea was sitting in my computer almost for a year, so I finally made it
- Hinge is not just type of connection, it's most versatile programming tool:
torque suspension, timing belt in engine or dials (BendTarget),
digital scales (measure pressure), stretched shafts (+inf torque and low force),
cable to send informations directly between connected parts(geom0 to geom1), etc...

1. Really? So I'm invented that?:o
2. Thanks, that was the point:D
3. Well, I don't think so:D
4. Let's say it just works:D
5. Like you? (<<< JOKE)
Use those new hinges,they are inactive most of time, saving CPU, use them and build something, then upload as response
Can you generate a unicorn? :love:
Lolzz: Yes you can use them as you want as long as it will:
- be response to this scene OR contain link of this scene
- have my name in description
What is _treeList structure? How does it work?
Is there something about it on forum? If so, link please
How could I failed at this!)|( :bonk: :s :grr:
Hey tesla! I think one of your programmers escaped and is posting part of your code to algodo! :lol:
LOL:D
Just use "LEPIN!" as title next time (chinese brand of LEGO)
Problem: My concern is that if I double the size of a button in one dimension, then the border for the wider dimension will be twice as thick

Theoretical Solution:
Make texture with borders that are 1 pixel wide and use texture clamped [true,true]
So when you want to have 2 times longer button just make texture 2.1 times so you "shrink" verticall borders and it will look same
MAIN PROBLEM: I didn't played this scene yet, I have too much work to do, so this is the only way i can still be part of algodoo:/:)
I can NOT change your scene to work with QWERTY keyboard
Mine is QWERTZ so can you please make version where you will use W/S and Up/Down buttons? Or tell me where to change code:D
Phun User
It is best do you 60 120 180 240 300 360 etc. as frequencies like 100 or 150 are odd to computer, Just try to match it with GPU
s_noonan I challenge you!
- Make a perfectly circular (or procedurally curved) train track (maybe texture too) by your surface scripting.
So you just drag mouse from point A to point C then click between (point B)
(Okay maybe there are better ways how to determine curve:D )
Some approx. magic and you have a track:D Or something like that:bonk:
I would do it myself If I knew how, you need to teach me more about surfaces, deastroyable objects etc.
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