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Program Announcements / 3D physics focused pool

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noobnerd
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Posted: 24th Apr 2013 22:39 Edited at: 2nd May 2013 23:03
HI there,

i made this 3D pool game/simulator for a physics competition a month ago and thought i might share the results. I got second place btw

This version is the playable one, the other (even more physics) only works if you are ready to play at 10000x slow motion.

It takes everything (almost) conceivable in to account including:
friction,collisions,spin,collision imparted spin,wall bounce dampening,wall imparted spin, non linear friction,table imparted spin, etc...

the advanced physics allow for realistic (and unrealistic) side english shots, backspin, follow and other pool techniques. The UI is very unfriendly and the playability is not very good either. the GFX is non existen allthough ive made all the models my self .

with this version, the break shot does not work ideally to avoid the simulation from exploding.

controlls:

WASD for camera
hold space to rotate camera
press enter to start shooting
press enter again when you have an aproximate aim to enter aiming mode
press leftmouse to shoot
if you get a freeball (whatever the whiteball gets in a hole or you hit the wrong ball) press enter to place, navigate using the minimap

and yeah very user-unfriendly.

press F1,F2,F3 to hide physics related grahps

thanks
the game is in the attached .rar

for the physics oriented, the yellow vectors on the balls are their spin (w) and the green one is velocity (v) the graph shows the cue balls w and v and their respective derivatives if i recall

the above is the playable analytical solver for the collisions


teh above is the real life solver, real physics is usually much simpler as is apparent . it uses springs, the k value is 3.81...x10^8 if i recall and that is the reason it has to be calculated a couple of million times per second get good results in high velocity collisions

[1024x768 version a couple of posts down]

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noobnerd
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Posted: 24th Apr 2013 22:42 Edited at: 24th Apr 2013 22:43

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tokyomage
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Posted: 25th Apr 2013 21:56
Cool


Did you know that water is wet? - "The more you know"
MrValentine
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Playing: FFVII
Posted: 26th Apr 2013 15:17
noobnerd - in case you was unaware TGC posted this thread on their Facebook so get writing updates

My guess is you did not use PHYSX for this... otherwise it would be pretty fast regardless of how many events were occurring...

Please add more screenshots or a video

Was this DBPro?

gwheycs62egydws
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Posted: 29th Apr 2013 18:44
@noobnerd

I tried to run but you got the video width and height set wrong
for my video card

1600 x 900 is the max it can do
any chance of building it for 1024 x 768 ?

I know that' lower than what my video card can do but I know there
would be others who can work with that setting


thanks

to move side ways - is to move forward
Since a Strait line gets thin fast
noobnerd
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Posted: 2nd May 2013 01:44 Edited at: 12th Jan 2014 17:52
Yeah wasnt aware this got to facebook as i dont follow (didnt even know they had one) tgc on fb. Some honor i guess! Yup, no physx just pure Dbpro. Not sure about videos, might uppload some more images though. Im not sure if physx wiuld be able to do all the physics involdved? Does it support contact friction induced torque? (The torque aplied when two spheres collide)

Yeah sure ill uppload a version at that res. Being a 3D game with no mentionable UI the game wont really suffer at all.

Thanks for the comments

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MrValentine
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Playing: FFVII
Posted: 2nd May 2013 01:59
Wow I am getting good at guessing projects made on here...

Umm I think there is inertia based commands... but if you like I can dig into DarkDyamix command lists and help documentation to find anything related...

noobnerd
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Posted: 2nd May 2013 23:02 Edited at: 3rd May 2013 18:30
@ resourcefull:

Here ya go 1024x768 version

hmm well inertia isn't really what i'm getting at, but this really was a physics competition entry so using a professional physics engine would kind of have been missing the point

cheers

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gwheycs62egydws
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Posted: 2nd May 2013 23:08
@noobnerd

thank ;o)

one thing I defiantly thinking when I build my games I need to build
in a auto detect screen size

just because the computer working on can do a big size dose not mean
the next computer you try it on will be able to

to move side ways - is to move forward
Since a Strait line gets thin fast
gwheycs62egydws
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Location: The World
Posted: 2nd May 2013 23:16
@noobnerd

I get

Runtime Error 1507 - Display using 32 bit not supported by available hardware in line 0


my setting for the display are 1600 x 900 at 32 bit
so if it's set for 1024 x 768 at 32 bit It should work

the other part refresh rate set at 60 Hertz

to move side ways - is to move forward
Since a Strait line gets thin fast
noobnerd
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Posted: 3rd May 2013 17:59
Hmm im going to have a look at this asap, sorry for the inconvenience
gwheycs62egydws
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Posted: 3rd May 2013 18:21
@noobnerd

things happen ;oP

tiny things can be lived with give or take what ever that is at the time lol

to move side ways - is to move forward
Since a Strait line gets thin fast
noobnerd
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Posted: 3rd May 2013 18:31
edited the original 1024x768 post with a new hopefully working version.

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