RaUnit

Discuss scenes and videos made with Algodoo.

RaUnit

Postby Kilinich » Fri Jan 29, 2010 7:01 pm

Not so reliable as it was in phun4 but it works.

It based on RaRaMalum design too, I've just improve it a bit.

Few rules:
1) It starts work only from zero sim.time
2) Exclusive collision group G usage (don't use it in your scene)
3) Only one per scene (has a workaround)
4) Density of RaUnit = stabilization power.

[scene]37036[/scene]
[scene]37037[/scene]
Dream of Algodoo as game development engine...
User avatar
Kilinich
[Best bug reporter 2010]
 
Posts: 2098
Joined: Mon Aug 31, 2009 8:27 pm
Location: South Russia

Re: RaUnit

Postby Versieon » Fri Jan 29, 2010 7:50 pm

That is incredibly stable, very good!
User avatar
Versieon
 
Posts: 375
Joined: Tue Sep 01, 2009 4:45 pm

Re: RaUnit

Postby kilebantick » Sat Jan 30, 2010 10:52 am

Nice job :) Never would have thought to spawn balls at different positions, to make objects stable :D
Image
User avatar
kilebantick
 
Posts: 1267
Joined: Tue Sep 01, 2009 9:50 am

Re: RaUnit

Postby Frank » Mon Feb 01, 2010 8:41 am

WOW that's stable in physical terms. I can drag it through stuff before it turns. But by other definitions, not so much. Like you warned it needs to start at sim-time zero and when I select something and look at its menus, it appears to start dropping killers.
Made some cool stuff a long time ago
User avatar
Frank
[Best Tutorial Maker 2010]
 
Posts: 193
Joined: Mon Aug 31, 2009 6:37 pm
Location: the dark side of the moon

Re: RaUnit

Postby Kilinich » Mon Feb 01, 2010 11:12 am

Frank wrote:WOW that's stable in physical terms. I can drag it through stuff before it turns. But by other definitions, not so much. Like you warned it needs to start at sim-time zero and when I select something and look at its menus, it appears to start dropping killers.

Well, zero time is not a big limitation, but what did you do to drop killers... can you explain more?
Dream of Algodoo as game development engine...
User avatar
Kilinich
[Best bug reporter 2010]
 
Posts: 2098
Joined: Mon Aug 31, 2009 8:27 pm
Location: South Russia

Re: RaUnit

Postby RaRaMalum » Mon Feb 01, 2010 12:19 pm

Kilinich wrote:
Frank wrote:WOW that's stable in physical terms. I can drag it through stuff before it turns. But by other definitions, not so much. Like you warned it needs to start at sim-time zero and when I select something and look at its menus, it appears to start dropping killers.

Well, zero time is not a big limitation, but what did you do to drop killers... can you explain more?


This is the reason I suggested to use a killer box instead, its much "safer"
Phundamentalists, come to the dark side.
We have much cooler toys.
User avatar
RaRaMalum
[Best newcomer 2010]
 
Posts: 280
Joined: Mon Aug 31, 2009 10:47 pm

Re: RaUnit

Postby Kilinich » Mon Feb 01, 2010 12:29 pm

RaRaMalum wrote:This is the reason I suggested to use a killer box instead, its much "safer"

U R always right, RaRa :lol:
Dream of Algodoo as game development engine...
User avatar
Kilinich
[Best bug reporter 2010]
 
Posts: 2098
Joined: Mon Aug 31, 2009 8:27 pm
Location: South Russia

Re: RaUnit

Postby RaRaMalum » Mon Feb 01, 2010 12:51 pm

Kilinich wrote:
RaRaMalum wrote:This is the reason I suggested to use a killer box instead, its much "safer"

U R always right, RaRa :lol:


As an "always right" guy, its hard to watch others fail.... had they only listened the first time. :)
Phundamentalists, come to the dark side.
We have much cooler toys.
User avatar
RaRaMalum
[Best newcomer 2010]
 
Posts: 280
Joined: Mon Aug 31, 2009 10:47 pm

Re: RaUnit

Postby Cristianol » Fri Feb 12, 2010 11:57 pm

It worked perfectly in my scene
User avatar
Cristianol
 
Posts: 28
Joined: Mon Nov 16, 2009 7:58 pm
Location: Rio de Janeiro Brazil


Return to Scenes

Who is online

Users browsing this forum: No registered users and 2 guests