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Bowling Physic

Started by December 09, 2005 12:21 PM
6 comments, last by frob 11 years, 4 months ago
I'm trying to develop a bowling game. Is there any place where I can find papers, tutorials,... on phyics bowling ? thanks
Quote:
Original post by FatalError
I'm trying to develop a bowling game.
Is there any place where I can find papers, tutorials,... on phyics bowling ?

thanks


Most physics libraries could handle this easily.

The Open Dynamics Engine (ODE) is a good free library you could use.

frob.
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I forgot to tell:
I'm developing it on mobile device so I can't use such a library :-(
I must do all by myself...
Quote:
Original post by FatalError
I forgot to tell:
I'm developing it on mobile device so I can't use such a library :-(
I must do all by myself...


What kind of physics are you looking for?

Do you want accurate spinning and skidding as the ball goes down the alley? Or are you just looking for a general linear path?

Are you looking for modeling the pins as they fall? Or a rough guess? Or just taking a path following the ball?

If you want something that's somewhat accurate, you probably won't beat a well-written physics library. Depending on your device, you may have enough processing power for it. Or not. [smile]

If you want to have the bowling pins do anything interesting there will be lots of collisions. Handling those will be non-trivial, and would involve many different physics formulas to handle gravity, angular impacts, torque, friction, momentum, and a bunch of other stuff I can't think of right this second.

If you REALLY want to do it all by hand, find a college campus and pay a senior in a physics major to help you with the formulas.

frob.
My pool simulation article wil be a decent start for a bowling app. The friction model on a real bowling alley is critical for the spin but for things like small games, it can be hacked as a torque on the initial release or a small lateral force depending on the spin contol setting.

http://www.darwin3d.com/gdm1999.htm#gdm0999 for pool article. All the physics and much of the collision issues described.

Treat it as a 2D problem and that will simplfy things. The pins are really in 3D but that shouldn't matter. As frob said the collision issue with pins may be the tricky part on a hand-held. Lots of ways to handle this from full sim, to simple 2D collision to preset pin movement library based on where the ball hits and the rotationaly motion and speed (cheesy but effective). Start with getting the ball to move down the lane with straight movement then add the spin and then collision with pins.

Good luck.
-Jeff
to Jefflander: thanks a lot! The pdf look svery interesting

to frob: thanks for your replies.
As the device has very limited processing power, what I aim is not a 100% perfect simulation so no need to go to the physics college for that :-)
I guess a lot of simplifications have to be done !
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Hi all,

here i have the same situation developing a bowling game,

in my case i need basic ideas how to collide ball with pins,

i dont need 100% perfect simulation as i am developing this bowling game for DTH Set-top box, in which the programmig is very restricted,

like we dont even have a choice to use float and double kind of data types,

and i have max heap of 128KB,

i need basic collision of ball and pins,

and some assumptions how pin fall at which angle

and what angle,spin and speed combinations for STRIKE,SPARE etc;

Expecting Help from senior developers,

Thanks & Regards ,

3lok

This discussion was finished way back in 2005, about 8 years ago.

Please don't bring old threads back from the dead. Start your own.

Also note that advice from 5 years ago for a mobile device doesn't really apply to today's smart phones. Back then the 'dumb phones' were around 100MHz with tiny 240x320 screen or so. Today's smart phones can have multiple multi-GHz processors available inside them with full HD screens and specialized game hardware. Things have come a long way.

This topic is closed to new replies.

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