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  Detecting the time of collision between a rotating line and a moving sphere?  (Read 6380 times)
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Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #30 - Posted 2007-01-17 19:33:07 »

I don't think a player will detect a 1/50th of a sec error Smiley

If it results in the ball passing through the flipper when moving really fast, he will. Wink


I'll try this tan angle, and post here when/if I get it working. Thanks! =D
One "good" thing with actionscript is that all operations are so slow, sin, tan and so are basically free. Wink

Play Minecraft!
Offline jojoh

JGO Knight


Medals: 5
Projects: 7


games4j.com


« Reply #31 - Posted 2007-01-17 23:16:29 »

I don't think a player will detect a 1/50th of a sec error Smiley
If it results in the ball passing through the flipper when moving really fast, he will. Wink
In that quote, I was thinking of error in deflection angle. I should maybe have written that out.

Just before that sentence I wrote:
I assume that you are just trying to detect collision
And then tried to describe an approach that detects ball and flipper collision even if they move through/passed each other in a single frame update! I can however understand if it was a bit difficult to decipher my explanation without any pictures to accompany it  Smiley I still think it is a quite simple, straightforward solution that should be quite fast as well. The actual deflection angle should be no more difficult than any other bounce in the flipper table.

Offline cylab

JGO Ninja


Medals: 38



« Reply #32 - Posted 2007-02-10 19:08:41 »

@Markus:
Any progress on this? Since I did not test it myself, I would like to know if you came up with a working solution.

Mathias - I Know What [you] Did Last Summer!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #33 - Posted 2007-02-14 13:09:49 »

I went with a bunch of moving spheres. It's not working perfect, but at least it works.

Play Minecraft!
Offline jojoh

JGO Knight


Medals: 5
Projects: 7


games4j.com


« Reply #34 - Posted 2007-02-16 00:57:36 »

I implemented it as I tried to explain here earlier, and collision with flipper and ball works fine. The bounce turned out to be more of a trouble and still needs a bit of a tuning, but it is pixel perfect. Give it a shot if you want. Look and table design lacks a lot, but I think the flippers work fine and you can aim and get a decent feel. I could maybe produce a graph to explain what I did if anyone is interested.

My flipper implementation

Markus, let me know if you want to do any cooperation with this. Not sure what it could be, but would be nice with a competitive pinball game made in Java. I was sort of aiming at creating a top 5 online pinball game. Not much competition there, so should be doable.

Offline NewbTon

Junior Member




Odejava games rock!


« Reply #35 - Posted 2007-05-08 14:04:52 »

I don't think this wil ever work before ODE supports continious collision detection. Fast objects will always cause problems.
You can put hack upon hacks but it will never really get there. Switch engine if you can't live with it.
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