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Catalyst
![](http://catalyze.mine.nu/jack_of_spades+100.jpg)
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Posted: Tue May 27, 2003 9:58 pm Post subject: Turing Pool |
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I was playing pool today (got the table run on me 5 five times ) and got the idea to make a pool game
the collisions use a vector class (there appears to be a small glitch the balls occasionally orbit one and other) and are fairly accurate
i havent made the pockets yet (or the cue ball for that matter) but their addition is trivial, this is mostly a physics demo
the collision energy transfer is perfect, but there is friction on the table
click and drag; 's' to stop
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Catalyst
![](http://catalyze.mine.nu/jack_of_spades+100.jpg)
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Posted: Tue May 27, 2003 10:00 pm Post subject: (No subject) |
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Attached
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![](http://compsci.ca/v3/pafiledb/images/icons/clip.gif) Download |
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TuringPoolv0.1.zip |
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272.38 KB |
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1670 Time(s) |
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Asok
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Posted: Tue May 27, 2003 10:33 pm Post subject: (No subject) |
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AWESOME!
Although I ran into a bug, it is possible to push the balls of of the screen.
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Catalyst
![](http://catalyze.mine.nu/jack_of_spades+100.jpg)
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Posted: Tue May 27, 2003 10:37 pm Post subject: (No subject) |
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i know im gonna tighten the physics
the balls orbit each other due they are moving so fast they go inside one and other causing some interesting effects
im thinking of making it 3d (not the physics just the gfx)
using that planet engine it made for the balls (see it does have a use)
and using my regular 3d engine to render the table
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Prince
![](http://www.angelfire.com/hiphop3/m-unit_hustla/images/fxckpare.jpg)
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Posted: Wed May 28, 2003 9:48 am Post subject: (No subject) |
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catalyst i hope ur planning on going into computer graphics or sumthin cus it would b a waste of talent if u didnt
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void
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Posted: Wed May 28, 2003 12:28 pm Post subject: (No subject) |
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dont worry catalyst...ill employ you...ill start you at $22/hr for my ultimate game company...it will be rival to Electronic Arts...i will call it......."The Game Company"..i kno...original eh?...i thought of it by myself...
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Andy
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Posted: Wed May 28, 2003 4:08 pm Post subject: (No subject) |
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hey catalyst, ur from windsor eh? what school?
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Catalyst
![](http://catalyze.mine.nu/jack_of_spades+100.jpg)
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Posted: Wed May 28, 2003 4:14 pm Post subject: (No subject) |
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not windsor exactly, tecumseh
Belle River High School
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Homer_simpson
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Posted: Wed May 28, 2003 4:25 pm Post subject: (No subject) |
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catalist yer pool seems to be having the same bug as mine had...:
when u hit a ball and balls collide some times they get stuck together becuz they go inside eachother...
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Catalyst
![](http://catalyze.mine.nu/jack_of_spades+100.jpg)
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Posted: Wed May 28, 2003 4:32 pm Post subject: (No subject) |
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i know, ive fixed that now
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kythoon
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Posted: Wed May 28, 2003 4:56 pm Post subject: (No subject) |
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very cool
its fun putting all the balls in ne corner then firing another at the all. Then watching them for flying!
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Homer_simpson
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Posted: Wed May 28, 2003 7:31 pm Post subject: (No subject) |
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2 questions...
1.how did u do that?!
2. where'd get all these physic formula's? i had struggle with making my own!!!!!!!!!
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Catalyst
![](http://catalyze.mine.nu/jack_of_spades+100.jpg)
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Posted: Wed May 28, 2003 7:37 pm Post subject: (No subject) |
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i used a vector class for the physics, heres the code i u want to see:
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proc CollideBall (b : ^Ball)
vHold (1) -> SetVector (x + vDir -> x, y + vDir -> y, b -> x + b -> vDir -> x, b -> y + b -> vDir -> y)
vHold (1) -> Normalize
vDir -> Copy (vHold (2))
vHold (2) -> Sub (b -> vDir)
vHold (1) -> Copy (vHold (3))
vHold (1) -> Scale (vHold (3) -> Dot (vHold (2)), vHold (3) -> Dot (vHold (2)))
vDir -> Sub (vHold (1))
b -> vDir -> Add (vHold (1))
end CollideBall
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I found a basic explanation on the net, cant recall the site
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JSBN
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Posted: Wed May 28, 2003 7:40 pm Post subject: (No subject) |
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very nice, but there is a probelm, there is no white ball.
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Homer_simpson
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Posted: Wed May 28, 2003 7:46 pm Post subject: (No subject) |
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lol i gotto read yer vector class again to understand that code i've forgotten all the procedures
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