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Farsight Studios
The Pinball Arcade / Farsight Studios
TPA Flipper Bug Confirmed
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<blockquote data-quote="Bobby King" data-source="post: 21307" data-attributes="member: 33"><p>This is something we've been working on (and improving) since the original Gottlieb collection.</p><p></p><p>In this video, the ball did not "collide" with the top side of the tip of flipper and slightly deflected down off of the back side. Had the ball been halfway through the flipper (below the upper collision and above the back side), the ball would have behaved strangely (moving it down fast or up at a weird angle). You guys have probably seen this behavior. Thankfully, it's pretty rare.</p><p></p><p>The tip (midway through moving up) is the point at which the flipper collision is moving the fastest so this is where the ball is most likely to miss colliding. Our game typically runs at 60 fps which is fast enough for displaying graphics, but not fast enough for our physics collisions to work perfectly - so our flipper physics collisions step through what happens between frames. This is a setting. However, increasing the steps to where they need to be to prevent the ball from ever passing through the flipper tips hurts the framerate on devices that are CPU bound (as this is a CPU intensive calculation).</p><p></p><p>There is also setting for the speed of the flipper.</p><p></p><p>Ideally, we are aiming to increase the number of steps (physics calculations between frames by optimizing this code) and speed up the flippers OR completely rewrite the way deflection angle hits off the flipper are calculated.</p></blockquote><p></p>
[QUOTE="Bobby King, post: 21307, member: 33"] This is something we've been working on (and improving) since the original Gottlieb collection. In this video, the ball did not "collide" with the top side of the tip of flipper and slightly deflected down off of the back side. Had the ball been halfway through the flipper (below the upper collision and above the back side), the ball would have behaved strangely (moving it down fast or up at a weird angle). You guys have probably seen this behavior. Thankfully, it's pretty rare. The tip (midway through moving up) is the point at which the flipper collision is moving the fastest so this is where the ball is most likely to miss colliding. Our game typically runs at 60 fps which is fast enough for displaying graphics, but not fast enough for our physics collisions to work perfectly - so our flipper physics collisions step through what happens between frames. This is a setting. However, increasing the steps to where they need to be to prevent the ball from ever passing through the flipper tips hurts the framerate on devices that are CPU bound (as this is a CPU intensive calculation). There is also setting for the speed of the flipper. Ideally, we are aiming to increase the number of steps (physics calculations between frames by optimizing this code) and speed up the flippers OR completely rewrite the way deflection angle hits off the flipper are calculated. [/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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