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Farsight Studios
The Pinball Arcade / Farsight Studios
General Game Discussion - Stern Pinball
New Stern Pinball Arcade: AC/DC Kickstarter is FULLY FUNDED!!!
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<blockquote data-quote="soundwave106" data-source="post: 239105" data-attributes="member: 3746"><p>There may be less reason to invest in *super* accurate physics, though, if you need to keep the end product easy enough so that less percentage of the market *****es about how hard it is. It's probably harder to tweak a more complex physics model than a simple one. Again, as easy as some people find TPA tables, it's *very* easy to find people who found TPA too hard.</p><p></p><p>Also, I will say that while it's pretty easy to tell there are lane tweaks, I honestly think it's hard for any layperson to know what the *real* technical issues are on the engine (eg speculation on deterministic physics). So will probably shut up on further speculation. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> For detailed scrutiny, they'd need to put their source online, and as a commercial company that isn't going to happen. To give a perspective, read the <a href="https://sourceforge.net/p/vpinball/code/HEAD/tree/branches/10.0.0/pin/" target="_blank">C++ source code of the Visual Pinball engine.</a> It's not walk-in-the-park stuff to be honest, and it's certainly more complex than some people would have it. It's certainly not obvious for instance whether "frames" as boundaries is a problem for them as well (didn't see any computations that calculated between-frame-positions on a quick scan, but that's a lot of C++ math to "quick skim" to really know it, so I might have missed it...).</p></blockquote><p></p>
[QUOTE="soundwave106, post: 239105, member: 3746"] There may be less reason to invest in *super* accurate physics, though, if you need to keep the end product easy enough so that less percentage of the market *****es about how hard it is. It's probably harder to tweak a more complex physics model than a simple one. Again, as easy as some people find TPA tables, it's *very* easy to find people who found TPA too hard. Also, I will say that while it's pretty easy to tell there are lane tweaks, I honestly think it's hard for any layperson to know what the *real* technical issues are on the engine (eg speculation on deterministic physics). So will probably shut up on further speculation. :) For detailed scrutiny, they'd need to put their source online, and as a commercial company that isn't going to happen. To give a perspective, read the [URL="https://sourceforge.net/p/vpinball/code/HEAD/tree/branches/10.0.0/pin/"]C++ source code of the Visual Pinball engine.[/URL] It's not walk-in-the-park stuff to be honest, and it's certainly more complex than some people would have it. It's certainly not obvious for instance whether "frames" as boundaries is a problem for them as well (didn't see any computations that calculated between-frame-positions on a quick scan, but that's a lot of C++ math to "quick skim" to really know it, so I might have missed it...). [/QUOTE]
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The Pinball Arcade / Farsight Studios
Home
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Farsight Studios
The Pinball Arcade / Farsight Studios
General Game Discussion - Stern Pinball
New Stern Pinball Arcade: AC/DC Kickstarter is FULLY FUNDED!!!
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