Hi there, i been playing for the last 7 days trying to figure out what is the problem with my pool game, why is it so ice like slippery in here.... did someone else experience this?
the problem can be seen at the rack break when u shoot the pile of the balls first after that there are quirks here and there but overall collision/deflection fail is always present, the balls kinda tend to be attracted to walls even though walls have elasticity set as any normal pool table edge ... is rubery ... but the balls aren't, so in construct physics is missing one key component that is elastic collision ... don't confuse it with elasticity of the object is different, the elastic collision is the force at which the ball reflect upon on impact, where elasticity is the how "fluffy it is" or a secondary state of density which while has some effects on rubbery balls for solid like 8 pool balls makes no sense on having high elasticity mixed with the elastic collision. the balls in construct demo is using the physics circle as collision i can share capx if needed.
this one is the Construct project where im trying to replicate the pool physics
Construct html5 pool reconstruction - debugging
and this is what i want to achieve as pool physics for pool reaction time on impact in construct
CodeCamp html5 Pool
notice the difference? or am i the only person seeing it? i feel im going insane trying to "fix" something that isn't even present.
Ashley or
Nepeo sorry for bothering lads, but i snoop a bit in the plugin for Physics of C2, i can't seem to find the kinetic push is using for movement after collision. there is definitely some collision reflection even if i turn all elasticity down and lineardumping to 0, is just it seems to have been corrected to be like a very small fraction if to many objects collide... anyway to fix this issue im having?
and i followed the collision math in the plugin vs the collision math on the tutorial and they match almost the same minus the extra functions trough which C2physics is working.
i know this is posted in C3 i tested the same project in C3 running using C3 physics and is still the same result... i looked at the c2 physics cause i don't know where the c3 physics plugin is located we just don't have that type of access anymore... i guess...