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Farsight Studios
The Pinball Arcade / Farsight Studios
Motion capture video of pinball
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<blockquote data-quote="pezpunk" data-source="post: 92162" data-attributes="member: 951"><p>I agree with some other posters: motion capture is not applicable to creating a realistic physics simulation. it's just playback data of some physics that happened. it's in no way predictive. you'd have to pre-capture every possible eventuality that could ever happen on a pinball table (good luck!). </p><p></p><p>the physics engine in TPA uses well-established and fleshed-out formulae and algorithms for predicting motion, but this kind of science is not an exact science. ALL calculations designed to model friction or rebound or aerodynamics or anything practical like that are inherently just models -- just an estimation, a rule of thumb. there is no fundamental simple formula like "area = pi r^2" for deducing friction, aerodynamics, or rebound on real physical objects in gravity and atmosphere. i mean you can certainly find formulae to describe these things, but they are just estimations of variable precision. the area of a circle is a theoretical thing, a fundamental concept. whereas friction, for example, is just our description of what we see at a macro level, which is really the result of dozens of different hugely complicated things going on, such as gravity, atmospheric pressure, imperfections in the surface of the ball and the table, magnetic fields, the vector of the ball relative to the center of the earth's mass, and so on.</p><p></p><p>ideally, Farsight could build a complete and working model of the universe and everything in it, in which to place its pinball machines. that would be the most accurate way to properly model ball movement. this approach would require their developers to solve a certain number of outstanding cosmological issues regarding newton's view of the universe, figure out how gravity works exactly, and would likely require significant advances in our understanding of quantum mechanics as well. stephen hawking could be brought in on a consulting basis.</p><p></p><p>but lacking that, what game companies generally end up doing is developing algorithms that approximate the practical upshot of how a ball tends to move in the real world. these algorithms aren't laws, they are just models that resemble the working world at a macro level.</p><p></p><p>and oh yeah -- also the calculations have to be rudimentary enough that they can be performed by an iPad in real time with whatever cycles are left over after it's rendered all those polygons.</p></blockquote><p></p>
[QUOTE="pezpunk, post: 92162, member: 951"] I agree with some other posters: motion capture is not applicable to creating a realistic physics simulation. it's just playback data of some physics that happened. it's in no way predictive. you'd have to pre-capture every possible eventuality that could ever happen on a pinball table (good luck!). the physics engine in TPA uses well-established and fleshed-out formulae and algorithms for predicting motion, but this kind of science is not an exact science. ALL calculations designed to model friction or rebound or aerodynamics or anything practical like that are inherently just models -- just an estimation, a rule of thumb. there is no fundamental simple formula like "area = pi r^2" for deducing friction, aerodynamics, or rebound on real physical objects in gravity and atmosphere. i mean you can certainly find formulae to describe these things, but they are just estimations of variable precision. the area of a circle is a theoretical thing, a fundamental concept. whereas friction, for example, is just our description of what we see at a macro level, which is really the result of dozens of different hugely complicated things going on, such as gravity, atmospheric pressure, imperfections in the surface of the ball and the table, magnetic fields, the vector of the ball relative to the center of the earth's mass, and so on. ideally, Farsight could build a complete and working model of the universe and everything in it, in which to place its pinball machines. that would be the most accurate way to properly model ball movement. this approach would require their developers to solve a certain number of outstanding cosmological issues regarding newton's view of the universe, figure out how gravity works exactly, and would likely require significant advances in our understanding of quantum mechanics as well. stephen hawking could be brought in on a consulting basis. but lacking that, what game companies generally end up doing is developing algorithms that approximate the practical upshot of how a ball tends to move in the real world. these algorithms aren't laws, they are just models that resemble the working world at a macro level. and oh yeah -- also the calculations have to be rudimentary enough that they can be performed by an iPad in real time with whatever cycles are left over after it's rendered all those polygons. [/QUOTE]
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Motion capture video of pinball
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