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soccer ball friction
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Goldeye
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PostPosted: Sun Apr 02, 2006 4:22 pm    Post subject: Reply to topic Reply with quote

Anonymous wrote:
unless my math is totally rusty i dont think thats 100% accurate. the ball has some weird behaviors when its close to stopping. for some reason when the ball is fired diagonally the smaller velocity seems to reach 0 sooner than the other. it is hard to see with standard settings but it does happen at the very end. however in hz is really easy to see. im wondering if this happens because the values go too low for continuum and it converts them to 0? still kinda weird.


In HZ, I just tested shooting 4 balls in a circle. One vertical, one horizontal, one 45 degrees and one around 10. They all ended up equidistant from the center.
Can conclude from this that the velocity vector magnitude is reduced, not the components.
What you see as weird is perfectly normal, that velocity component is so low that you don't notice it any more. Keep in mind that the ball is probably still moving at a subpixel level.

I will try to experiment with the position sometime soon, either finding a program to take screenshots of a moving ball at regular intervals or writing a module for recording start and end ball positions (and approximating the time)
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Mr Ekted
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PostPosted: Sun Apr 02, 2006 5:01 pm    Post subject: Reply to topic Reply with quote

Yes, but even with sub-pixel movement, eventually the numbers trail off to zero in one axis before the other. For example, cos(80) = 0.173648, sin(icon_cool.gif = 0.984807. When velocity gets small enough, movement in the X direction will round to zero before the Y direction. However, this is a VERY tiny issue.
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Smong
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PostPosted: Mon Apr 03, 2006 10:06 am    Post subject: Reply to topic Reply with quote

Goldeye wrote:
I will try to experiment with the position sometime soon, either finding a program to take screenshots of a moving ball at regular intervals or writing a module for recording start and end ball positions (and approximating the time)
Not many people realise this but only the client knows the end position so a module wouldn't be able to do that directly.

What I suggest is use a ship with a known ball prox, fire a ball directly at it. Move the ship gradually further away from the fire point until it no longer picks up the ball - this will be where it stops. You can use the ball fire/pickup callback to time it.

To overcome the glitches in moving ships per pixel, you can decrease the ball prox gradually. When you have decreased it by 16 pixels, move the ship 1 tile further away and reset the ball prox.
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PostPosted: Mon Apr 03, 2006 10:11 am    Post subject: Reply to topic Reply with quote

Goldeye wrote:
[..]
What you see as weird is perfectly normal, that velocity component is so low that you don't notice it any more. Keep in mind that the ball is probably still moving at a subpixel level.

nah, the ball does a perfectly visible "curve" when a velocity reaches a certain value, and that definately isn't "normal" in vector math. it is really easy to see in hz. while not moving, shoot the ball at 181 degrees (or 21 continuum degrees.. anyway one pixel more than facing down/up/left/right) and the curve i'm talking about is really easy to spot.
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PostPosted: Mon Apr 03, 2006 4:46 pm    Post subject: Reply to topic Reply with quote

Anonymous wrote:
[..]


nah, the ball does a perfectly visible "curve" when a velocity reaches a certain value, and that definately isn't "normal" in vector math. it is really easy to see in hz. while not moving, shoot the ball at 181 degrees (or 21 continuum degrees.. anyway one pixel more than facing down/up/left/right) and the curve i'm talking about is really easy to spot.


If this is true, how does the ball still land along the circular arc?
The trail does "curve", because the small component becomes too small to draw. However, it's seems to be a perfectly correct vector.
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Goldeye
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PostPosted: Mon Apr 03, 2006 4:53 pm    Post subject: Reply to topic Reply with quote

Smong wrote:
[..]

Not many people realise this but only the client knows the end position so a module wouldn't be able to do that directly.

What I suggest is use a ship with a known ball prox, fire a ball directly at it. Move the ship gradually further away from the fire point until it no longer picks up the ball - this will be where it stops. You can use the ball fire/pickup callback to time it.

To overcome the glitches in moving ships per pixel, you can decrease the ball prox gradually. When you have decreased it by 16 pixels, move the ship 1 tile further away and reset the ball prox.


Of course I realize that! icon_sad.gif I would use a ship with 1 prox to get the position, and just guesstimate the time with a stopwatch or the like.

Getting a video of it would be the best way, either with constant fps or a reliable timer on the screen.
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