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Newbie Question #27618
05/20/04 21:36
05/20/04 21:36
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A.Russell Offline OP
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Physics has never been my strong subject, but I'd like to have a go at some physics scripting.

Would it be possible to use physics to simulate the small steel balls in a pachinko machine. There would be quite a lot of them boununcing around at one time.

Re: Newbie Question [Re: A.Russell] #27619
05/21/04 00:12
05/21/04 00:12
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Berne, Switzerland
elsewood Offline
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A bus station is where the bus stops. A train station is where the train stops.
On my desk I have a workstation...
Re: Newbie Question [Re: elsewood] #27620
05/21/04 11:31
05/21/04 11:31
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A.Russell Offline OP
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Wel, that's a good start for coding the ball behaviour. Thanks for pointing that out.

I'll still need a lot of balls though. Could the engine handle several hundred balls at a time?

Re: Newbie Question [Re: A.Russell] #27621
05/21/04 12:24
05/21/04 12:24
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San Diego, CA
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Marco_Grubert Offline
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Quote:

Could the engine handle several hundred balls at a time?


Depends on the target system. Spheres are very "lightweight" physics objects but if you have tons of them and also a lot of pins in the machine then collision detection might be slow.

Re: Newbie Question [Re: Marco_Grubert] #27622
05/21/04 15:01
05/21/04 15:01
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A.Russell Offline OP
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Okay, thanks. I'm just in the very early design phase on this one. So if anyone has some experience with putting lots of bouncing balls in their game, please let me know what would be a realistic number to have going at one time.

Ideally I'd like every ball in the machine to have a physics action, but that could be thousands. If only the ones that are on the playing board at one time, then proabably less than 50. There would need to be quite a few pins on the board for them to bounce off as well. See illustration:



Last edited by A.Russell; 05/21/04 15:03.
Re: Newbie Question [Re: A.Russell] #27623
05/22/04 04:41
05/22/04 04:41
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Marco_Grubert Offline
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Really, just take the AUM25 example and change a couple of lines so that you can add more spheres at random times. This takes less than 30 minutes of coding and you can see if the results are okay or not (btw you also want to set friction to 0 and maybe lower ph_fps_max_lock to less than 70 for better performance).

Re: Newbie Question [Re: Marco_Grubert] #27624
05/25/04 07:27
05/25/04 07:27
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Have you tried it ?

Re: Newbie Question [Re: Marco_Grubert] #27625
05/25/04 22:08
05/25/04 22:08
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A.Russell Offline OP
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I just downloaded Newton Physics two days ago. Tuesday is my hell day at work when I have to work 12 hours, so I didn't get anything done today. I'm also being hounded to write a couple of tutorials.

Also, I'm considering using the pysics in the pro version of 3dgs. I was going to upgrade for some other features soon anyway. If anyone can shed some light on which way is the best to go right off the bat would be helpful (and if it even matters).

In physics class at school I spent more time staring at the walls than studying my books (so you see, these things really can turn out to be useful to you later in life).

I will try it very soon though, and post again.

Re: Newbie Question [Re: A.Russell] #27626
05/26/04 04:18
05/26/04 04:18
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fastlane69 Offline
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<------Physics Professor at your disposal.

Honestly Russ, if I weren't so busy myself, I would whip this up for you.
This is really a trivial affair with the 3DGS PE and should be just as easy with the NGD.
In my MMO project, I had 100 physics objects running at the same time before things slowed down. I think this is plenty of Steel Balls to simulate what you want.

I'll be more than happy to help you with the 3DGS PE and with the RL PE.


"Ask Dr. Know. Theres nothing I don't!"
Robin Williams in "AI"

Re: Newbie Question [Re: fastlane69] #27627
05/26/04 13:07
05/26/04 13:07
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A.Russell Offline OP
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Thanks Fastlane. I will have a try myself first. I want to learn how physics works, and it will be very satisfying to do it myself. If I get stuck or you can improve on my bhest efforts, then I'll take you up on your offer.

I still have some research to do on this (i.e. I'm going to go and play some pachinko), but if the physics really isn't that hard (???), then I could get that part done then come back to the design of the board later.

I don't only want the balls on the playing field moving. One of the most exciting aspects of Pachinko is that when you start winning, you keep winning and balls start spewing out everywhere. (Funny thing is the Japanese one armed bandits do the same thing with coins, but that's another story). Eventually you have buckets of the things. I have to work out a way simulate that. ONce balls come to rest, they won't need a physics action applied to them, and the balls themselves could be represented by 2d sprites.

I put my order in for 3dgs pro this morning.

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