Search titles only
By:
Home
Forums
New posts
Search forums
Articles
New articles
New comments
Search articles
Pinball DB
Pinball Tables
Pinball Games
What's new
New posts
New articles
New profile posts
New article comments
Latest activity
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Welcome Back to Digital Pinball Fans -
please read this first
For latest updates, follow Digital Pinball Fans on
Facebook
and
Twitter
Home
Forums
Farsight Studios
The Pinball Arcade / Farsight Studios
Physics engine discussion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="vikingerik" data-source="post: 240483" data-attributes="member: 3745"><p>I don't want more features from Farsight. They'd be as canned and crudely implemented as the live catches. And we wouldn't see them on any old tables for the same reason we never saw physics 3.0 other than the catches, that all the shooting angles would need to be retuned.</p><p></p><p>For example, doing ball spin correctly means the spin the ball acquires during a flipper stroke: spin applied as the stroke begins affects its angle as it comes off the flipper, which ruins all the tuning. Farsight couldn't feasibly retune dozens of tables and hundreds of shots to account for that. At best, Farsight would hardcode spin values like those transfer points.</p><p></p><p>Existing engines like Unity wouldn't be suitable for this. A general-purpose engine wouldn't have the super-fine details of the interaction between rubber and metal that's so crucial for proper pinball behavior. At best Unity would just recreate what TPA already has.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 240483, member: 3745"] I don't want more features from Farsight. They'd be as canned and crudely implemented as the live catches. And we wouldn't see them on any old tables for the same reason we never saw physics 3.0 other than the catches, that all the shooting angles would need to be retuned. For example, doing ball spin correctly means the spin the ball acquires during a flipper stroke: spin applied as the stroke begins affects its angle as it comes off the flipper, which ruins all the tuning. Farsight couldn't feasibly retune dozens of tables and hundreds of shots to account for that. At best, Farsight would hardcode spin values like those transfer points. Existing engines like Unity wouldn't be suitable for this. A general-purpose engine wouldn't have the super-fine details of the interaction between rubber and metal that's so crucial for proper pinball behavior. At best Unity would just recreate what TPA already has. [/QUOTE]
Verification
Post reply
Members online
No members online now.
Home
Forums
Farsight Studios
The Pinball Arcade / Farsight Studios
Physics engine discussion
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top