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Farsight Studios
The Pinball Arcade / Farsight Studios
Motion capture video of pinball
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<blockquote data-quote="Mike Reitmeyer" data-source="post: 92202" data-attributes="member: 132"><p>Just for clarification. Physics are updated 60 times per second on all platforms as a minimum. In some cases (ball near the flipper) we update 360 times per second for more accuracy. Speed of the ball also varies the update timing. If the ball is moving really slow, 60 times per sec is good enough, if it's moving really fast, we may doe 120, 180, etc.</p><p></p><p>And as pezpunk said, we don't use accurate real world equations cause those would be too costly and too hard to create and tune. We instead write up equations that give us as accurate model as we can get without killing the performance.</p><p></p><p>There is a similar issue with collision models. Those can only be partially accurate to the table (curves are the issue mostly), because the more polygons we used to represent a collision the harder it is on our collision detection code. So again we try to find a good balance of speed and correct look/feel.</p><p></p><p>The final limitation we have is input is only collected 60 times per second (possibly 30 in old phone hardware, not sure). This is a hardware limitation we can't get around. This makes special flipper moves harder to simulate because the timing of the input is a little off.</p><p></p><p>That all said, we are always looking to ways to improve the physics.</p></blockquote><p></p>
[QUOTE="Mike Reitmeyer, post: 92202, member: 132"] Just for clarification. Physics are updated 60 times per second on all platforms as a minimum. In some cases (ball near the flipper) we update 360 times per second for more accuracy. Speed of the ball also varies the update timing. If the ball is moving really slow, 60 times per sec is good enough, if it's moving really fast, we may doe 120, 180, etc. And as pezpunk said, we don't use accurate real world equations cause those would be too costly and too hard to create and tune. We instead write up equations that give us as accurate model as we can get without killing the performance. There is a similar issue with collision models. Those can only be partially accurate to the table (curves are the issue mostly), because the more polygons we used to represent a collision the harder it is on our collision detection code. So again we try to find a good balance of speed and correct look/feel. The final limitation we have is input is only collected 60 times per second (possibly 30 in old phone hardware, not sure). This is a hardware limitation we can't get around. This makes special flipper moves harder to simulate because the timing of the input is a little off. That all said, we are always looking to ways to improve the physics. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Farsight Studios
The Pinball Arcade / Farsight Studios
Motion capture video of pinball
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