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 Post subject: Re: Monster Bash
 Post Posted: Sun Jul 08, 2018 12:36 pm 
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Joined: Tue May 01, 2012 11:13 pm
Posts: 318
Location: Abbotsford
Thanks Rav. Boy, am I going to be busy the next little while. :)

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 Post subject: Re: Monster Bash
 Post Posted: Wed Jul 11, 2018 12:27 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2060
Location: Ontario, Canada
https://www.dropbox.com/s/tk96zghzzc7t5 ... c.rar?dl=0

Above is a demo of monster bash (again Flug has the actual working version)
you must use the enclosed Bam.dll (which is the current beta) to run this demo.
All the other companion files (smokes ball rolling code and the monster bash library files
are enclosed and should be put in the appropriate folders or in same folder as table is put)

Code:
Sub OnPreHitFlipperSettings(FlipperExt)
'   OnPreHitFlipperSettings_weekTip(FlipperExt)
   'OnPreHitFlipperSettings_linearOmega(FlipperExt)
   'OnPreHitFlipperSettings_mass(FlipperExt)
   OnPreHitFlipperSettings_linearElasticCoef(FlipperExt)

'  ---- versions with some debug info when you press F9 instead of F5
'  OnPreHitFlipperSettings_weekTip_debug(FlipperExt)
   'OnPreHitFlipperSettings_linearOmega_debug(FlipperExt)
   'OnPreHitFlipperSettings_mass_debug(FlipperExt)
   OnPreHitFlipperSettings_linearElasticCoef_debug(FlipperExt)
End Sub


I have tweaked the physics as follows:
1. I added George's physics xml as the internal physics file
but I add Rav's Flipper Acceleration code to it
2. I tweaked the table for 3 types of dynamic physics
The default dynamic physic is for Dynamic Elasticity based on the Flipper Contact Point
The second one is Dynamic Flipper Omega based on the Flipper contact point
The third one is Dynamic Flipper Mass based on the Flipper Contact point

To Switch between these simply add and remove apostrophe before line.
In code above you see this line has no apostrophe
Code:
OnPreHitFlipperSettings_linearElasticCoef(FlipperExt)

therefore Elasticity is the active physic...

Assumptions (probably wrong) :lol:

1. base of flipper (contact point closer to zero) needs more power/speed/elasticity
2.tip of flipper (contact point closer to 1) needs less power/speed/elasticity

All the above demo's are based on these assumptions.

*Note: there seems to be a glitch with the Dynamic Omega Physic when you hold the ball with the left flipper (it does crazy stuff....)

Anyways, I think there is lots of potential , and we can tweak the numbers as we go... :lol:
We can run a similar demo using flipper angles, friction or whatever and can have combinations of all these things. But for now, it seems wise to assess one thing at time...


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 Post subject: Re: Monster Bash
 Post Posted: Fri Jul 13, 2018 11:05 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2060
Location: Ontario, Canada
Keep up to speed with on going physics enhancements here:

viewtopic.php?nomobile=1&f=86&t=6676


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