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Farsight Studios
The Pinball Arcade / Farsight Studios
TPA Flipper Bug Confirmed
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<blockquote data-quote="Sean DonCarlos" data-source="post: 21174" data-attributes="member: 152"><p>Running a physics engine at 360 Hz seems excessive, unless the calculations have been considerably simplified and/or the number of calculable objects artificially limited. Forza probably does not have to run its calcs to quite the same degree of accuracy, either - you can afford to be several centimeters off in detecting collision in a racing simulation, while 1 millimeter might be the difference between a successful save and a SDTM drain. (Note also that pinballs and racecars are capable of moving at similar speeds!)</p><p></p><p>I agree that upping TPA's physics sampling rate to 120 Hz - assuming it's not already there - might help fix collision issues in general. Cirqus Voltaire seems to be made of Swiss cheese, and I managed to forcibly eject a ball through the back wall of TOTAN the other day. But playing with the physics engine is a delicate business, and you'd introduce more fragmentation of TPA's code structure, as the mobile devices almost certainly aren't going to be able to use a 120-Hz physics engine without experiencing a severe performance hit on the display side.</p><p></p><p>Then there's all the arcana you can get into with bounding box optimizations and so forth, but that's Bobby King's place to hold court, not mine. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Sean DonCarlos, post: 21174, member: 152"] Running a physics engine at 360 Hz seems excessive, unless the calculations have been considerably simplified and/or the number of calculable objects artificially limited. Forza probably does not have to run its calcs to quite the same degree of accuracy, either - you can afford to be several centimeters off in detecting collision in a racing simulation, while 1 millimeter might be the difference between a successful save and a SDTM drain. (Note also that pinballs and racecars are capable of moving at similar speeds!) I agree that upping TPA's physics sampling rate to 120 Hz - assuming it's not already there - might help fix collision issues in general. Cirqus Voltaire seems to be made of Swiss cheese, and I managed to forcibly eject a ball through the back wall of TOTAN the other day. But playing with the physics engine is a delicate business, and you'd introduce more fragmentation of TPA's code structure, as the mobile devices almost certainly aren't going to be able to use a 120-Hz physics engine without experiencing a severe performance hit on the display side. Then there's all the arcana you can get into with bounding box optimizations and so forth, but that's Bobby King's place to hold court, not mine. :p [/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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