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Article #1023Re: Software Pinball Machine
From: Kevin Martin
Date: Sun, 08 Nov 1992 01:02
Date: Sun, 08 Nov 1992 01:02
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jmunkki@vipunen.hut.fi (Juri Munkki) writes: >I don't think that you can really realistically model a pinball without >taking ball spin into account. Writing a less than perfect pinball program >isn't hard, but making the collisions affect the ball spin can make things >complicated. I agree. As far as I've been able to tell, the commercial game Tristan for the IBM and Mac does not take spin into account, and the game suffers greatly for it. Feels very unnatural, and once you get used to it, you find your real-world pinball scores dropping for a coupla days. A simulator should also allow for a variety of nudges, not the generic nudge which is in Tristan. Anyone remember the pinball for Vectrex? That was pretty good, actually - it even allowed glassies, although it was sort of just that the ball could accidentally go through things. -- Kevin Martin sigma@ipl.rpi.edu "I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!think.com!rpi!sigma From: sigma@picasso.ipl.rpi.edu (Kevin Martin) Subject: Re: Software Pinball Machine Message-ID: <8gl1r1h@rpi.edu> Nntp-Posting-Host: picasso.ipl.rpi.edu References: <18899@ucdavis.ucdavis.edu> <Bx8H5G.Gt7@cs.vu.nl> <1992Nov6.034457.11981@waikato.ac.nz> <1992Nov5.202313.7178@nntp.hut.fi> Date: Sun, 8 Nov 1992 01:02:16 GMT Lines: 20