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DarkBASIC Professional Discussion / Pinball simulation

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FLIPPERKING
14
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Joined: 16th Jan 2012
Location:
Posted: 16th Jan 2012 21:07
Help I need somebody
help not just anybody
help you know I need someone
help



Hallo,
as you can (should) see in the image, i work on a pinball sim (it`s the bally mystic-but that`s not so important). This sims are living from it`s ball physx - and that is a problem, i`m working and searching for a long time now.

So - i`m using sc_collision.dll - but a good (or say very good) ball-physx around the flipperfingers is a huge prob. My sim runs with a constant fps of 60, the flipperfingers move (by activation) 11 degrees every 1/60sec. The method i use so far is to move the flipperfinger 1 step and test the ball, whether it collides with it - if not--> move the ball and test collision again. Bit this is only the collision and i need more...

I searched and found an interesting example in the 20-liners section. it`s perhaps a way to do. I hope someone has enough skill to do such a ballphysx with only dbp and sc_collision and can help me...





btw: I`ve a 2. project, it`s a action adventure. This site is in german but there a a few images-so u can see a little bit...

[href]forum.worldofplayers.de/forum/threads/1069169-I23-TIC-mein-Programmierobject-)[/href]
BatVink
Moderator
23
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 16th Jan 2012 22:19
Have you thought about using ODE physics, built in to DarkBASIC Pro?

CumQuaT
AGK Master
16
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Joined: 28th Apr 2010
Location: Tasmania, Australia
Posted: 17th Jan 2012 01:05
Another option is to scale the collision object of the flippers based on their current rotation speed.


FLIPPERKING
14
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Joined: 16th Jan 2012
Location:
Posted: 18th Jan 2012 02:25
no, TGC News - but i think i should take a look on it. Most of the tuts and docs are in english - and my english isn`t good enough to understand everything.

i dl

MikeS's Unofficial ODE docs with example program

from 2006. And there are some other threads. 1.st i`ll try to make an absolute primitive pinball table with a ground, some walls and model-flipperfingers. let`s see what happens - more than sh... is impossible

THX
Van B
Moderator
23
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 18th Jan 2012 10:02
How about using Box2D instead?

Like, instead of 3D collision and physics, just stick to 2D, make a Box2D scene from the board, add Box2D objects for the bumpers and flippers. I think Box2D is a lot more reliable, because it's dealing with straightforward 2D shapes, it's less taxing to work out the physics. You'd then translate that into a 3D table, and position the ball object according to it's 2D counterpart. I'd say that Box2D is your best bet for control, reliability, and development speed. Perhaps if you go that route, make a 2D version first with images and sprites, get the physics working how you want in that, then translate to a 3D table.

Health, Ammo, and bacon and eggs!

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