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Farsight Studios
The Pinball Arcade / Farsight Studios
Physics engine discussion
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<blockquote data-quote="Ben Logan" data-source="post: 239780" data-attributes="member: 5468"><p>Thanks so much for sharing the code-based evidence to confirm our suspicions regarding ramp vacuums and railroads. TPA is my favorite video game by far. And, with the announcement of SPA and Physics 4.0, this is our chance as consumers to strongly encourage Farsight away from TPA / SPA as <em>video game</em> toward TPA / SPA as genuine <em>pinball simulation</em> platform. </p><p></p><p>If Pro Pinball can pull off a physics algorithm that feels emergent / "ball is wild" with twenty year old code, a relatively larger company like Farsight (with tons of community support from Kickstarters, etc.) can create a physics set that rivals Pro Pinball's in terms of realism, if we respectfully push them in that direction. </p><p></p><p>I hear you, Shadowjuggalo: The "trickery" does work for a while. But once I started to really get into TPA, I felt like I was simply playing through a <em>script</em>. Once you make the realization that the ball is traveling predetermined ramp lanes and railroads, most of the satisfaction of "making a shot" disappears. Pinball is all about taming wildness. We need a <em>wild ball!<em></em></em></p><p><em><em></em></em></p><p><em><em>I'm really thankful to Invitro and VikingEric for sharing their expertise. At some point, didn't someone suggest that the way to work around the 60hz refresh rate constraint is to decouple the visual experience of ball movement from actual simulated "real world" resolution (which would runs at infinitesimally smaller grain size), and to make a calculation about where the ball is supposed to go based on a re-coupling of these two data streams upon contact from flipper? Someone can explain this much better than me, obviously!</em></em></p></blockquote><p></p>
[QUOTE="Ben Logan, post: 239780, member: 5468"] Thanks so much for sharing the code-based evidence to confirm our suspicions regarding ramp vacuums and railroads. TPA is my favorite video game by far. And, with the announcement of SPA and Physics 4.0, this is our chance as consumers to strongly encourage Farsight away from TPA / SPA as [I]video game[/I] toward TPA / SPA as genuine [I]pinball simulation[/I] platform. If Pro Pinball can pull off a physics algorithm that feels emergent / "ball is wild" with twenty year old code, a relatively larger company like Farsight (with tons of community support from Kickstarters, etc.) can create a physics set that rivals Pro Pinball's in terms of realism, if we respectfully push them in that direction. I hear you, Shadowjuggalo: The "trickery" does work for a while. But once I started to really get into TPA, I felt like I was simply playing through a [I]script[/I]. Once you make the realization that the ball is traveling predetermined ramp lanes and railroads, most of the satisfaction of "making a shot" disappears. Pinball is all about taming wildness. We need a [I]wild ball![I] I'm really thankful to Invitro and VikingEric for sharing their expertise. At some point, didn't someone suggest that the way to work around the 60hz refresh rate constraint is to decouple the visual experience of ball movement from actual simulated "real world" resolution (which would runs at infinitesimally smaller grain size), and to make a calculation about where the ball is supposed to go based on a re-coupling of these two data streams upon contact from flipper? Someone can explain this much better than me, obviously![/I][/I] [/QUOTE]
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