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Zaccaria / Magic Pixel Pinball Games
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<blockquote data-quote="mikehg" data-source="post: 195770" data-attributes="member: 4099"><p>I suppose it's sufficient to have flippers angled enough to allow trapping, a convex obstacle just above the flipper, and nothing blocking the path inbetween, to be able to post pass.</p><p></p><p>(more or less anyway... I'm sure there are weird counterexamples).</p><p></p><p>On some tables it'll be harder than others, but if you time it right it should work on basically any real table with a curved corner to the slingshots (and quite a few that aren't curved too...).</p><p></p><p>The issue is that simulation physics works in discrete steps, and if the exact moment you need to hit it from a trap falls between frames (edit - or the exact angle you need to rebound off falls between pixels), it'll never happen.</p><p></p><p>So you either have to introduce some 'magic' physics that takes over when certain conditions apply, or fiddle with the geometry until it happens with your normal physics.</p></blockquote><p></p>
[QUOTE="mikehg, post: 195770, member: 4099"] I suppose it's sufficient to have flippers angled enough to allow trapping, a convex obstacle just above the flipper, and nothing blocking the path inbetween, to be able to post pass. (more or less anyway... I'm sure there are weird counterexamples). On some tables it'll be harder than others, but if you time it right it should work on basically any real table with a curved corner to the slingshots (and quite a few that aren't curved too...). The issue is that simulation physics works in discrete steps, and if the exact moment you need to hit it from a trap falls between frames (edit - or the exact angle you need to rebound off falls between pixels), it'll never happen. So you either have to introduce some 'magic' physics that takes over when certain conditions apply, or fiddle with the geometry until it happens with your normal physics. [/QUOTE]
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