Comments (4)
Hey! I'd like to take this up, if that's okay.
What coeff of restitution should I use with the rubber bumper and ball?
I'm not sure what you mean about making the rubber bounce a preference, so if you could explain that out a little bit, it'd be great.
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I put in a range up to 5 for bumperBounce (least to most bounce) because you've used such a range for the rest of the preferences. Do let me know if you'd like a different range.
Using KE loss as a preference was a complication, because it would need to account to negative cases also. This seemed like a better option in terms of bounce visualisation while selecting preferences.
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@kinnerapriyap brining over your comment from the closed PR:
"The angle if off because the velocity parallel to the bumper has no force on it and remains the same. The velocity perpendicular is reduced because of loss in kinetic energy due to collision. So since only one component of velocity changes, the angle changes. Do let me know if you want me to make any changes to it."
I think if the angle stayed the same (or wasn't as a pronounced change) and only the velocity changed would be best. If you want to continue this, can you reopen the PR and tweak this behavior?
Playing in real life the ball collisions with bumpers does cause an angle change based on speed but it is very minor.
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Related Issues (20)
- Add a link to the sleddog/pool github page HOT 1
- Track who is shooting (solids vs stripes) HOT 2
- Add sound effects (pool ball colliding, pool ball going into pocket) HOT 8
- Change max ball velocity to a more reasonable level HOT 1
- Add cue stick animation based on velocity HOT 2
- Adjust sound(s) volume based on impact energy HOT 7
- Add properties panel and initial settings HOT 3
- Create animation of the potted balls sliding down the rail HOT 2
- Make a snooker option
- Move horizontal power bar to the left side and make vertical
- Add ability to aim the cue by dragging the mouse HOT 6
- Add a simple mute button to suppress sounds HOT 2
- Bring back the space key to fire the cue ball HOT 4
- I dont know HOT 1
- Implement initial 8 ball rules and two player mode HOT 1
- Initial fast cue ball HOT 1
- Don't allow a shot until all balls are stationary HOT 1
- Make all balls stop faster - i.e. increase friction
- Experiment with 3D rendering for the cue and object balls HOT 4
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