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Farsight Studios
The Pinball Arcade / Farsight Studios
TPA Flipper Bug Confirmed
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<blockquote data-quote="Matt McIrvin" data-source="post: 21127" data-attributes="member: 590"><p>While I don't know how the actual physics engine works, what I imagine is that it'd detect the collision if the unperturbed path of the object would have intersected the surface since the last time step. That, in itself, wouldn't be prone to frame-rate problems.</p><p></p><p><strong>But</strong> it wouldn't be efficient to check the path against every single surface on the playfield in every time step, so for a given surface, there's probably some kind of bounding box it has to be inside to even get checked. And if it were to fly entirely through <em>that</em> in between time steps, you'd have a problem.</p></blockquote><p></p>
[QUOTE="Matt McIrvin, post: 21127, member: 590"] While I don't know how the actual physics engine works, what I imagine is that it'd detect the collision if the unperturbed path of the object would have intersected the surface since the last time step. That, in itself, wouldn't be prone to frame-rate problems. [B]But[/B] it wouldn't be efficient to check the path against every single surface on the playfield in every time step, so for a given surface, there's probably some kind of bounding box it has to be inside to even get checked. And if it were to fly entirely through [I]that[/I] in between time steps, you'd have a problem. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Farsight Studios
The Pinball Arcade / Farsight Studios
TPA Flipper Bug Confirmed
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