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What is Bfdi(a)? :s
Awesome! I like the fact that you can see the mechanism working, sort of like an X-ray! :lol:

Good job!:tup:
Thanks Lethal Squirrel! ;)
Using script to improve the recoil action is a great idea, and there are a lot of other areas in guns and other mechanical devices that can be greatly improved with some added script. Unfortunately, many Algodoo'ers have "scriptophobia" and refuse to learn even rudimentary scripting. Well, it's their loss I guess.

Good job! :tup:
It makes orange bubbles!!! :lol:
In your description of the scene you wrote "Bench_steps(n)" but the function is actually "sim.step_N(n)".

Anyhow, would you mind explaining how the benchmark works? Please explain the script line-by-line. Thanks!
Well, I'm still a little confused about what you said. You said "Bench_steps(n)" is a built-in function, but I don't believe it is. It appears to be a user-created function. "sim.steps_N" is a built-in function (what Algodoo calls an intrinsic function) which Bench_steps(n) calls. Anyhow, I now understand how your code works. Thanks!
Hmmmmm.... interesting. I'll have to look into that issue a little further.

Thanks again!
No I did not see that drone scene before. It's awesome! :tup:
How did you do that? :s
Hi joexer -- I was working on a triangle spawner some time ago, but I quit working on it because I didn't think anyone would be interested in it. Since you are working on a triangle spawner too, it will be interesting to see how different, or how the same our scenes will be! I can have mine done and uploaded either later this evening or tomorrow (depends on my spare time). How soon before you will have your scene completed? :)
Last edited at 2014/04/10 02:26:57 by Xray
np! Our scenes will be totally different bc I use scripting exclusively. So it will be interesting to see two different methods of making triangles!

Xray over and out!
Interesting! Here is a similar triangle cutter that someone made back in 2009: Triangle Cutter
I figured out how it was done. There is a variable that sets the number of axes for the grid. Normally you can set it to 2 or 3 in the Grid configuration setting (double click on the grid for options), but you can also set it to whatever number you want in the console. By setting the number of grid axes to some large value (6 or 8 for example), you will get a very strange looking (and somewhat beautiful) grid pattern!

Sorry I gave away your secret, Adel. :lol:
I downloaded the scene again just to make sure that it still works, and it does. I also entered into the console "drawtriangle" (without the quotes) and it printed the function.

I don't see complaints from anyone else, and so I wonder what's going on here.
litz - Bellow the box where you enter your comments you should see two rows of smiley faces. Simply set your cursor where you want the smiley to show and then click on the desired smiley. If you do not see two rows of smiley's then there may be something wrong with how your browser is configured. It may be rejecting smileys for some reason.
Yup, that's what happens when you turn gravity off. :rolleyes:
Last edited at 2014/04/10 17:54:17 by Xray
I should know better than to declare a function only in the root scope and not declare it as scene.my (searialized), but that's what happened. The function "drawtriangle()" is now "scene.my.drawtriangle()". Thanks to kilinich for catching this! :tup:
hey
Try it now. I uploaded a new file. You should see scene.my.drawtriangle function in the console.
Last edited at 2014/04/11 00:11:46 by Xray
NO, I do not see the defined function! That is so weird because the scene works fine on my computer.

I defined the function in the console, and so it should work (but obviously it doesn't for everyone but me!). So, what the heck did I do wrong? :s

EDIT: Okay, I got it now! It just goes to show how picky Thyme is when defining functions. I originally defined scene.my.drawtriangle like this:

Scene.my.drawtriangle = (a, b, c, d)=>{
scene.my.error = false;
(a >= (b + c) || b >= (a + c) || c >= (a + b)) ? {
scene.my.error = true
} : {
x = {
((a + (c ^ 2 - b ^ 2) / a) / 2)
};
y = {
(c ^ 2 - x ^ 2) ^ (0.50000000)
};
Scene.addPolygon({
surfaces := [[[0, 0], [a, 0], [x, y]]];
color := d;
collideSet := 3;
body := 0
})
}
}

Obviously, that did not work. So I added the colon, and now it works:

Scene.my.drawtriangle := (a, b, c, d)........

OY!:bonk:
Last edited at 2014/04/11 01:47:40 by Xray
Nice work! :tup: The only thing that's not quite accurate is the scale of the electron orbits. If the nucleus of a real atom were blown up to where the nucleus was the size of the nucleus depicted in your scene, the electron shells would probably be many (maybe even hundreds) of meters away. Of course you cannot show that in Algodoo because of its size and distance limitations.

By the way, were you able to spawn triangles in my scene? I was having a lot of problems uploading it, but it should be working now. Please let me know. Thanks!
Nice try! Many attempts have been made over the years to create an alternative fluid that behaves like Algodoo water, but has better, more desirable properties. If you succeed, you will be worshiped as an Algodoo Guru! (well, maybe):lol:
Last edited at 2014/04/11 04:44:39 by Xray
Okay, thanks a lot!!! :) I was concerned because if you read through the comments, s_noonan pointed out that the scene did not work for him. Therefore, I was surprised that it worked for you at that time. After changing some things and then uploading a few more times, I finally figured out (with help from kilinich) what was causing some of my script not to be saved with the scene. I'm 99 percent certain that it's working now but no one has confirmed it yet. That may be because it's late at night here in Minnesota, which means that it's VERY late at locations east of me.

Anyhow, thanks for your kind words! :)
Wow, what an unusual loading mechanism! The gun looks great (yes, LethalSquirl did a great job on the skin), and it functions well most of the time, but it has an occasional misfire when using the Emter/Return key. It fires consistently without problems when using the trigger.

Nice job overall! :tup:
Thanks for all your help, Steve! I appreciate it very much. :)
llog123 - Are you phungl with a new user name? If so, why did you stop using your old name?
Yes, I already knew that but my focus until now has been getting the scene working. In fact, there are some invalid values that will not produce a triangle (as expected), but the error trapping routine does not display an error message. I think that's part of the same issue as the accuracy issue.

Thanks again.

Edit: I'm not going to worry about the 20.0 side being off by 0.00004! :lol: If that's true (and not your joke), then it's due to Algodoo floating point precision error, which I can't do anything about anyways (except maybe truncate everything beyond 3 decimal digits).
Last edited at 2014/04/12 00:53:24 by Xray
Congratulations! I see that they even changed the user name on all of your old scenes! :tup:
No, not personally. I can communicate with other Admins and also a few people at Algoryx over Skype. As far as I know there are no plans in the near future to make any more changes to Algodoo, ALgobox, or the Algodoo forum. Algoryx has its focus on new products, which they should because that's where the money is.

BTW - I used to live in California. I lived in L.A. as a kid (Audubon JHS) and then later in life when I joined the Navy, I lived up in Napa. Now I live in MN.
Last edited at 2014/04/11 20:30:22 by Xray
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