Multiball Ghost-Ball Collisions

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
It depends on the speed of the ball. The physics are updated 60 times per second if the ball is moving slow. If it is moving fast it can be more than 300 times per second. I'm not sure it's possible to fix the illusions of not seeing the collision.

As an example, say you have a ball going toward a wall. In one frame it moves 300 pixels. The wall is 150 pixels away. The ball bounces back (ignoring elasticity, friction etc), it would return to the same location in that frame. So for 2 frames the ball wouldn't move. It still hits the wall, but you wouldn't be able to see it because it's in between rendered frames.

In real life we don't see things in frames, so it's not an issue in reality.
 

Supermans

New member
Jun 19, 2012
131
0
It depends on the speed of the ball. The physics are updated 60 times per second if the ball is moving slow. If it is moving fast it can be more than 300 times per second. I'm not sure it's possible to fix the illusions of not seeing the collision.

As an example, say you have a ball going toward a wall. In one frame it moves 300 pixels. The wall is 150 pixels away. The ball bounces back (ignoring elasticity, friction etc), it would return to the same location in that frame. So for 2 frames the ball wouldn't move. It still hits the wall, but you wouldn't be able to see it because it's in between rendered frames.

In real life we don't see things in frames, so it's not an issue in reality.

This makes perfect sense. The only solution would be running the game on a PC at the maximum FPS with a high end video card and having. monitor capable of displaying more than 600fps. Aren't plasma tvs capable of that?
 

BonzoGonzo

New member
Jun 12, 2012
458
0
It depends on the speed of the ball. The physics are updated 60 times per second if the ball is moving slow. If it is moving fast it can be more than 300 times per second. I'm not sure it's possible to fix the illusions of not seeing the collision.

As an example, say you have a ball going toward a wall. In one frame it moves 300 pixels. The wall is 150 pixels away. The ball bounces back (ignoring elasticity, friction etc), it would return to the same location in that frame. So for 2 frames the ball wouldn't move. It still hits the wall, but you wouldn't be able to see it because it's in between rendered frames.

In real life we don't see things in frames, so it's not an issue in reality.

interesting, so the problem is in the tpa's engine becouse of the render vs physics speed, just as countcb suggested... my apologies to the count then

mea-culpa.jpg


and mike, thanks for all this tidbits of information... keep up the good work on this excellent game (even if it has an odd bug here or there) :eek:
 

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