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Farsight Studios
The Pinball Arcade / Farsight Studios
Are the flippers and ball physics limited by the engine?
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<blockquote data-quote="Matt McIrvin" data-source="post: 30176" data-attributes="member: 590"><p>The engine could have realistically implemented ball spin and still add no randomness to the game, if the spin from a scoop kickout is itself the same every time. With a deterministic physics engine, identical starting conditions and identical user actions (say, kickout onto a held flipper) yield identical results.</p><p></p><p>Whether it's spin or not, I think there needs to be some sort of jitter built into the initial conditions from kickouts and such. The game already does this in some situations: when the Ringmaster in Cirqus Voltaire tosses the ball, if anything it's more random than on the real table.</p></blockquote><p></p>
[QUOTE="Matt McIrvin, post: 30176, member: 590"] The engine could have realistically implemented ball spin and still add no randomness to the game, if the spin from a scoop kickout is itself the same every time. With a deterministic physics engine, identical starting conditions and identical user actions (say, kickout onto a held flipper) yield identical results. Whether it's spin or not, I think there needs to be some sort of jitter built into the initial conditions from kickouts and such. The game already does this in some situations: when the Ringmaster in Cirqus Voltaire tosses the ball, if anything it's more random than on the real table. [/QUOTE]
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Farsight Studios
The Pinball Arcade / Farsight Studios
Are the flippers and ball physics limited by the engine?
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