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PONG Physics

Started by June 20, 2002 11:46 AM
4 comments, last by utwo007 22 years, 8 months ago
I''m programming a PONG clone. Judging from the PONG clones I''ve played, this game has never even pretended to obey even the basic laws of physics. Here''s a few things I''ve noticed: 1. Rebound angle. Sometimes, it seems that the rebound angle depends on where on the paddle the ball hit. Since the paddle is perfectly straight, the rebound angle should be the same no matter where on the paddle it hit. 2. Speed. It''s also seems as though the ball will speed up at times. This shouldn''t be so, because a moving object should actually slow down (due to friction) unless a force is applied to it. A Ball isn''t going to gain speed by bouncing off of a flat surface. I''ve noticed that the ball seems to gain speed especially when bouncing at a very shallow angle. Now I understand the need for these discrepancies. PONG is supposed to simulate a tennis match of sorts. In tennis, each player returns the ball at a speed and angle of their choice (if they have the skill to do so), and so PONG must provide players with a way of returning the ball at a speed and angle of their choice (if they have the skill to do so). So, they basic rules of physics have been bent. I want to know if there is a place where PONG physics are documented, so I can read up and find out how balls bounce in the PONG world. I suppose I could play PONG and figure out something that works, but Id really like to stay as true to the original as possible. Does anyone have any ideas? ---signature--- People get ready. I''m ready to play.
---signature---People get ready.I'm ready to play.
quote:

1. Rebound angle. Sometimes, it seems that the rebound angle depends on where on the paddle the ball hit. Since the paddle is perfectly straight, the rebound angle should be the same no matter where on the paddle it hit.



Don''t forget that the speed of the paddle should have some influence on the angle

-- Divide
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The reason Pong physics are unrealistic is because the game needs to be fun. If the ball bounced at the same angle from the paddle and always went at the same speed, it would be an extremely boring and predictable game, like playing a stalemate in chess (two kings running around the board doing nothing).

~CGameProgrammer( );

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Yeah I know. I''m just wondering if the exact "physics scheme" they used is documented somewhere, or do you think I should invent my own and go with whatever feels right?

---signature---
People get ready.
I''m ready to play.
---signature---People get ready.I'm ready to play.
whenever I write physics code, I go with what feels and looks right. right now i''m making a game (no specifics right now) and the acceleration and deceleration didn''t look or feel right so i just put in numbers until it did, no one is going to look at your game and think hmmm. that ball bounced off the paddle at 3 degrees more than it should have, they''ll just play for fun. Now, if you''re making an extremely accurate game, these things should be attended to more carefully, but make up your own physics for the pong game, you learn more when you make mistakes, you see something that looks really weird when you put in a number, so you make a note of it, then later on, you may actually want the effect for something else, really easy when you took notes. Just have fun and don''t get too critical over details.
Physics and pong dont belong in the same sentence!!! all pong does is use x, y velocitys and then just flip them!! come on, people!

CEO Plunder Studios
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