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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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KimoSabi
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Posted: 12th Apr 2005 23:06
ahem this is post 701 HAHAHAHA lol ya that is pretty cool for sure different than the usual breakout game also Nicholas the time at this post is 8:01 AM so next time you post state what time it is where you live than i can figure out what time your on

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Nicholas Thompson
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Posted: 12th Apr 2005 23:35
I'm GMT - so its 14:35 here..

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IBOL
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Posted: 13th Apr 2005 06:22 Edited at: 13th Apr 2005 16:26
thanks, neofish...
i have since ghosted the shrapnel...
(about your signature...)
is c# easier to understand than c++ ?
is it still as powerful?
well documented, etc. ?
cheap?????
thanks,
bob

RiiDii
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Posted: 13th Apr 2005 06:59 Edited at: 13th Apr 2005 06:59
Good start Ibol! Fun even before there's a score or a way to 'lose'

"Droids don't rip your arms off when they lose." -H. Solo
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Coding Fodder
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Posted: 13th Apr 2005 07:49 Edited at: 13th Apr 2005 13:50
Alright here are the beginings of mine. Nothing original yet as far as game play but the timer based movement and collision is just scary cool. Well I think so anyway.



Alot of functionality is prepared for, but not there yet. collision still has one fairly rare bug I am trying to track down. Enjoy

'Fodder

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KimoSabi
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Posted: 13th Apr 2005 08:11
WOW thats awesome coding fodder but can't see paddle lol

and your on when im at school Nicholas lol but are you working on that menu thing for me?

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Coding Fodder
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Posted: 13th Apr 2005 08:15
Oops good catch kimo, I left the paddle huge for testing. try it agian

Something really catchy that makes people stop and think about the meaning of life and say to themselves "My but thats clever"
KimoSabi
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Posted: 13th Apr 2005 08:35
lol np ya thats kewl

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RiiDii
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Posted: 13th Apr 2005 10:28
Heh! Cool CF! This is turning into the Exploding BrickBreakOut compo.

"Droids don't rip your arms off when they lose." -H. Solo
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Phaelax
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Posted: 13th Apr 2005 12:00 Edited at: 13th Apr 2005 12:07
Even I'm posting stuff again. Since I've already written breakout/arkanoid in DBC and DBP, I thought I would just start from scratch rather than using my old codes. I think this one came out more efficient in some areas. Stupid DB slow 2d commands. Here's my current progress.
very cool CF, occationally it looked like I'd go through a brick.
IBOL, you trying to make us have seizures? The colors, the spinning movements, ahhhhhh!



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Neofish
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Posted: 13th Apr 2005 13:04
IBOL, it's there to annoy people such as David T who aren't stupid

CF, I like the explosions, but it got boring after a while

Phaelax, although it looks bad (low resolution, low framerate) it was interesting and fun


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Coding Fodder
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Posted: 13th Apr 2005 13:38
minor update. Unfortunately I don't have much longer to work on this. I seem to have had to leave town alot lately. I fixed the particle explosions. You may have noticed that they sometimes mysteriously disappeared. just forgot to pop a value from the stack. There are levels of difficulty now. Different colored bricks take more hits to break them

yellow = 1
green = 2
blue = 3
grey = you can't do it without a powerup that will be in a later release

@Phaelax yes sometimes it does pass through a brick I am working on that. when it hits a corner it checks either left or right not both at the moment. With old style "is the ball physically inside the brick" collision it would eventually sort its self out, but I am experimenting with timer based predictive collision. Basically I use some math to calculate when the next collision will occur then just run until then. When it works it gives perfect collision regardless of frame rate. Kinda fun to toy with but needs some work





Something really catchy that makes people stop and think about the meaning of life and say to themselves "My but thats clever"
RiiDii
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Posted: 13th Apr 2005 15:38
Breakoids (you'll get it when you see it).

Inspiration Entry. Coded in 3 hours, which included lots of play-testing and dinner

Enjoy,


CF: It crashed on me now . Hit about 2 dozen bricks, then *poof* - nothing. No error report either. Looking forward to those improvements though.

"Droids don't rip your arms off when they lose." -H. Solo
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IBOL
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Posted: 13th Apr 2005 15:41 Edited at: 13th Apr 2005 15:48
Circular Breakout
* update *

L/R arrowkeys to turn.
keep the small bouncy ball from hitting the large stationary one.
break all blocks to go to the next level.
you can't "die".
just get as high a score as possible while playing all 11 levels.
(you lose points every time your inner sphere is hit).



...you guys and your weak eyes...
it's "psychedelic" "dudes"...

@RiiDii:
collision on your game did not work at all for me...
i still use dbp u5.2 ... i feel safe with it...
but that might be the cause...
i am HUGELY impressed with your random asteroid creation.
it's better than what i've been able to do with actually
trying to model asteroids (i am not a modeler).
i may ask you if i can use that code...


bob

Coding Fodder
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Posted: 13th Apr 2005 15:49
Riidii where you by any chance playing when midnight rolled around?

I can't think of any other reason. It is timer based and when it jumps from alot of milliseconds to a very few I don't know what will happen. I tried to compensate for that but I only can check it once a day and I missed it.

Something really catchy that makes people stop and think about the meaning of life and say to themselves "My but thats clever"
RiiDii
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Posted: 13th Apr 2005 15:58
IBOL. You have just raised the bar! That is quite the breakout game. Crashed on Level 10 though; "Division by 0 error". Was a good thing too. I was getting nausious about then. Didn't know how much further I could go.

So I get it now why you can't die - the challenge is to see how far you can go before puking your guts out!



"Droids don't rip your arms off when they lose." -H. Solo
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RiiDii
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Posted: 13th Apr 2005 16:00 Edited at: 13th Apr 2005 16:02
@CF It's not midnight here yet
So, no.

Any chance it's stack overflow?
Quote: "pop a value from the stack"


"Droids don't rip your arms off when they lose." -H. Solo
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Neofish
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Posted: 13th Apr 2005 16:13 Edited at: 13th Apr 2005 16:16
RiiDii, that's great, but a little jerky

IBOL, I love it! Especially level 4..5 is crazy too I think you should add gravity, making it much harder, and make the arena circular so the ball cant just bounce straight back


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IBOL
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Posted: 13th Apr 2005 16:19
divide by zero:
i only use the / operator in three places.
one is with the number 2.0,
the other two are with the variable numbox.
it should never be zero...
i will add a statement
if numbox<1 then numbox=20

i just don't see what is so disorienting about it...
(i'm not taking offense, i'm poking fun back at you,
although i really am serious...i just think it looks cool...)

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Neofish
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Posted: 13th Apr 2005 16:20 Edited at: 13th Apr 2005 16:27
Level 5,10 and 11 are wierd, the rest aren't

EDIT: Level 10 doesn't crash for me but Level 11 does

Btw on Level 11 it's hard to see the cubes against the ball


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IBOL
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Posted: 13th Apr 2005 16:25
neofish...
i don't know which way gravity should point...
i guess it could be different in every level,
but woo, that's crazy...
as for the arena, it is already circular,
because i use a distance formula to tell when the ball needs to
bounce back. (it operates in squared space or whatever they call it...
it avoids using the 'slow' SQRT() command...)
thanks for playing it...

i will concede that level 11 is difficult to look at (and follow)
it's meant to be that way...for the others, pick your words...

Neofish
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Posted: 13th Apr 2005 16:28
It is circular? It repounds wierdly when it hits it then..also read my previous post again


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RiiDii
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Posted: 13th Apr 2005 16:29 Edited at: 13th Apr 2005 16:32
@CF. I tried it again. No problems this time. Some suggestions:

I wanted to know which green blocks I hit but couldn't tell if I had hit them. I don't know if it really would have done any good - as if one needs a strategy for breakout. But maybe making the blocks change to the previous color (1 less hit color) would be good?

Also, needs something to spice it up. You know I mean this constructively; It's a little slow. I think power-ups might be the trick. How about 2 balls? 3? More? Faster balls - or balls that change speed. How about being able to move the paddle up and down? What if the bricks advanced on the player, kinda like a reverse tetris - if the bricks get to the bottom - ***.

Just some thoughts. Still like the explosions.

@Neofish. Thanks. I'll try to fix that.

"Droids don't rip your arms off when they lose." -H. Solo
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Phaelax
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Posted: 13th Apr 2005 16:31
CF,
I used swept collisions in mine, you might wanna give that a try to avoid the brick misses. Unless the timer-based collision includes that.

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Nicholas Thompson
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Posted: 13th Apr 2005 19:04
@Kimo - Sorry, I haven't had a chance to do anything in DBP, or even use my PC, let alone do the menu thing and I cant see anytime coming up for nearly a week. I'm away this weekend and have work on monday.. I'll do something for you as soon as I can though.
I'd like to make a modular menu system that I can simply drop into a game, but I dont know if it'd be possible..

I wish it was possible in DBP to do something like:
GOSUB $target

THAT would be usefull (Listen up DBP creators Hehe..)

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Coding Fodder
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Posted: 14th Apr 2005 02:22
@Phaelax What are swept collisions? I basically know how to fix my collisions using my current method but it is not that huge of a problem and I plain don't have the time. I like the way I am doing collisions though because I only need to do a collision check a few times a second at most. That leaves alot of cpu time for effects and what not.

@ Riidii. Sorry no color change at this time. I considered having them slowly darken but agian no time. As far as gameplay goes I added some fun powerups for you to play with

T-the magnificent "Through ball" passes through bricks while destroying them.

P- "Power Ball" takes out upto eight bricks in a single blow

L- increases the length of you paddle

B- adds another ball, this is disabled at the moment so it won't do anyting some strange error and the error code points to a line that is obviously not the problem you are welcome to uncomment the "add_ball" command and see how long it plays before crashing



I will be out of town only till Sunday. So I can keep things going should I win, But I hereby proclaim my entry open so anyone who wants to improve it can do so and be judged the winner. Anyone who can solve my multiball problem has my support.

enjoy

`fodder

Something really catchy that makes people stop and think about the meaning of life and say to themselves "My but thats clever"
KimoSabi
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Posted: 14th Apr 2005 02:38
thats ok Nicholas i have other stuff planned for now(like adding more screensavers on my website and getting more visitors )

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Phaelax
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Posted: 14th Apr 2005 03:04
Swept collisions are where you check for intersections with your velocity vector. Basically, you subtract the old position from the new position to get the current velocity vector of the ball. Use that line and check intersections with your shapes. You would get a time value between 0 and 1 if the intersection happens within the endpoints of the vector. Check the attached image.

PETA - People for the Eating of Tasty Animals

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IBOL
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Posted: 14th Apr 2005 16:11 Edited at: 14th Apr 2005 16:12
this is likely to be my last update to this...
must work off my taxes now...

L/R arrow keys. spacebar to launch.
you can't die, just get and lose points.



bob

KimoSabi
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Posted: 14th Apr 2005 23:12
@IBOL thats pretty kewl IBOL

@Nicholas hey plz be on MSN cause im home sick today so i'll be on at 8:00-17:00(wich is 13:30-22:30 where you live)

@Everyone i dont know if im gonna enter my breakout cause it kinda sux and im not that great with visuals

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KimoSabi
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Posted: 14th Apr 2005 23:23
like my new sig btw post 730 YAAA

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Peter H
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Posted: 14th Apr 2005 23:45 Edited at: 14th Apr 2005 23:56
Could somebody post ric's non-media sound code?

waay too many pages for me to wade through

(i might try making a breakout game in 2 days lol)

[edit] got 11870 on your game IBOL...twas pretty cool and original...i think i'll wait for the next challenge to enter

but i still wouldn't mind that sound code (give me teh codez)

"We make the worst games in the universe."

RiiDii
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Posted: 15th Apr 2005 01:02
@Peter_. Here Ric's sound in the Snippets forum.
http://forum.thegamecreators.com/?m=forum_view&t=49008&b=6

@Ibol - Can't play it at work since my pc svcks (oh-yea, and I'm at work too ). I like the full documentation on your data. Like Jimmy's robot game - peeps can make new levels. Very versitle.

"Droids don't rip your arms off when they lose." -H. Solo
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KimoSabi
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Posted: 15th Apr 2005 02:49
well if poeple wouldn't mind helping me get a 20GB IPod i would be MEGA happy but you have to sign up to something and buy something but one of the things you can get DVD's for $0.49 which i bought just go to this link http://www.freeiPods.com/?r=17350673 thx to any1 that helps btw here is my little code i gave up when i saw those two lol mine sux

i can't even get a good graphics to work good so feel free to use this code

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Peter H
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Posted: 15th Apr 2005 07:54 Edited at: 15th Apr 2005 07:55
tell me if that ipod thing is actually for real (when/if you get it)

"We make the worst games in the universe."

KimoSabi
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Posted: 15th Apr 2005 08:21
i know it is cause i saw it on the news and 3 of my friends have got one so plz plz sign up using my referal link

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Nicholas Thompson
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Posted: 15th Apr 2005 10:28 Edited at: 15th Apr 2005 18:18
Ok, I done a little bit of an entry..

Its a tile hopper, but will be in the style of breakout.




Basically, you press and hold space to charge your jump. When you let go, hold the arrow keys to control the direction. When you are landed, you cannot control your direction, you just drift to a stop.

The idea (TO DO):
The tiles gradually get more opaque. As they do so, you get less points for landing on them. When you land on one, it stops "age-ing". When you jump off, the tile dissapears and wont reapear for a while. This means you could roll off or fall down that hole.

It still needs Ãœber-work, but its not bad for 1hr work!

Nick, nite..


EDIT:

Ok - morning time and I've squeezed in a little DBP time before heading off for the weekend.


I'm trying to make a shadow by having a plain thats textured that gets gradually more transparent towards the outside. On my machine, the transparency is wierd. In the center, it looks fine, however on the tiles outside the center it losses the transparency and just turns into a black circle.. Any idea's peeps?

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Neofish
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Posted: 15th Apr 2005 19:52
*slap* Will you please stop putting set display mode 1280, 1024, 32 at the top!


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KimoSabi
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Posted: 15th Apr 2005 23:03
looked at the code and looks kewl but im a school would you mind posting a screenie and do you know when my chance you could start on that menu?

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KimoSabi
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Posted: 17th Apr 2005 11:31
i see 2 ppl have signed up with my referall link THX (although you have completed an offer yet or not according to my account but thx alot only 3 more now )

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Tomu
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Posted: 17th Apr 2005 17:46
Hi all.

Just found this little post last nite.

a Looooong time since i came on this site.

I thought i would write a little program. its god awful but it has a nice structure and uses the inverse square law for the walls and the ball has a tail..

nothing special but alright for 4 hours work.

The worst language on the planet...
Tomu
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Posted: 18th Apr 2005 00:03
oops forgot to put code on: ^_^


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Ric
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Posted: 18th Apr 2005 03:42
Just got home. Deadline's tonight and I haven't started coding yet! Well, no time like the preset ....... I'll devote a few hours to it now.

Nicholas Thompson
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Posted: 18th Apr 2005 04:05
VERY nice Tomu!! Certainly better than mine - I'm still away and have no time right now..

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Tomu
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Quote: " VERY nice Tomu!! Certainly better than mine"


Thank you Nicholas.

When is the next challenge set? is it a "next week" thing or is it a "tommorow" thing?

ps. I have made a 3d cell shaded game in DBpro and will upload to [href]blindsight.dbspot.com[/href] please go on and check out the screen shots and download the game.

<a href="body.htm"><img src="blindsight.dbspot.com/title.jpg"></a>
<p> - Showcase Cell Shaded Anime Game In Darkbasic - </p>
IBOL
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Posted: 18th Apr 2005 05:10 Edited at: 18th Apr 2005 05:10
tomu,
i wish my "god awful" was as good as yours.
nice.
bob

KimoSabi
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Posted: 18th Apr 2005 07:05
wow i agree IBOL lol that is GREAT
also im finally getting DSL PLUS i now have a job and maybe getting an Alienware LAPTOP

P.S. dont forgot iPod lol (http://www.freeiPods.com/?r=17350673 is my referall link thx )

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Ric
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Posted: 18th Apr 2005 09:49 Edited at: 18th Apr 2005 09:49
Didn't get time to turn it into much of a game yet, but you can get the idea of the concept - instead of controlling the ball using a paddle as per normal breakout, the idea here is to control the bricks instead. Use the arrowkeys to do this. The aim (at the moment) is to destroy all the round bricks, but protect the jewel in the middle. Could go in many directions with this I think.

It's a start, anyway .......



RiiDii
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Posted: 18th Apr 2005 10:07 Edited at: 18th Apr 2005 10:08
I'm away for the rest of the day - so I can't run the codes. I'll check when I get back home tonight. About midnight Pacific Time (GMT-9 I think) for any late entries or update

"Droids don't rip your arms off when they lose." -H. Solo
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Posted: 18th Apr 2005 10:17
Phaelax thanks for the enlightenment on swept collisions. That is basically what I do. I have the equation for the trajectory of my ball parametrized by time I substitute in the equation for a boundery I want to check and I get the time of impact. The boundry with the smallest value of time that is not negative is logged as the next collision and it loops happily until that event happens then a new event is calcutated.

It seems I may have enough time to do a little more work...

Something really catchy that makes people stop and think about the meaning of life and say to themselves "My but thats clever"

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