s_noonan - Great idea! I'll design it in such a way that the zombies will shoot through the computer monitor at the users. I'll have to figure out how to determine when a head shot was made. If a zombie eats its victim, then it will get extra points. I'll get to work on it right away.
Yes, nice effect but the clouds do not look natural (unless the window is in a jet airplane) I suggest either disable the clouds, or make the scene at a different scale so that the Algodoo clouds look more realistic as if when looking through the window of a house (for example).
BTW - Are you Okay with birchy copying this scene and posting it (take a look at it)? He says that he made a few improvements but he also copied your entire description! If you object to that, I will delete his scene. Let me know.
This is a different optical encoder from what I'm used to. The ones that I have used had a flat transparent disk with lines scribed or silk-screened into it. Some were incremental and some were absolute, depending on the application. Anyhow, this is a very interesting demonstration, and I'm surprised that you were able to achieve < 1 microrad resolution!
Adel - Do you need help with this scene? If so, please specify exactly what you are trying to do here in the comments, and maybe someone will answer for you. If you are trying to fix it by yourself, then please do not upload broken, unfinished scenes.
The accuracy of this scene is good over one revolution, but you can see the error creep in over many revolutions. For example, starting at angle = 0, and then rotating exactly 10 revolutions (stopping at angle = 0) the actual and measured angles show 62.831852 which is slightly less than 2pi*10 (62.2831853). I suspect that may be caused by floating point errors in the angle calculation. What do you think?
s_noonan -Yes, I have seen kilinich's scene which is much more sophisticated than my simple algorithm. I'm hoping that someone (maybe kilinich, theBumpkin, you (s_noonan), or other experienced software guru's) would make more A.I. scenes (like kilinich's) using "genetic programming" algorithms. That is beyond my capability, otherwise I would do it myself.
Obviously you are demonstrating buoyancy! What I was asking was, what's the point of this scene? Surely you aren't simply showing that steel is less buoyant than wood, which most intelligent people already understand! There must be a deeper reason for this, right?
What exactly is this scene demonstrating? What is the user supposed to do, and what are we supposed to observe? You give no instructions or explanations.
Interesting! This deserves further investigation, especially if someone eventually figures out a way to emulate and replace Algodoo water, which we all know has its problems and limitations.
Thanks!
EDIT: BTW - (this is a little off-topic) but if you like high voltage, and if you like explosions, then check out this article: Water Arcs . I have played around with this a few years ago, and now the bug is biting me again and I might do some more experimenting with it.
The soldier is top-heavy which makes him fall over very easily when moving backward or forward. Also, it's better to require the user to press one button to make an object move. When you require two buttons (such as M plus arrow keys to make the soldier move) then that requires two hands, which is not user-friendly. Except for those things, you did a good job on the game.
I wasn't sure what to call it. It just "looked" like it was buoyant, hence, that's what I called it. Algodoo does some interesting physics that you don't normally see in real life!
Well, no offense, but the scene doesn't seem to have a purpose or a theme of any kind. It's just a couple of balls that fall down after they get bumped by a couple of boxes. That's it! Nothing more! That's what I meant by I don't get it.