Thanks a bunch R0J0hound! I haven't examined the capx or the articles in detail yet, but I ran a preview of the capx. Very nice, definitely shows it's a better idea to go with method 4. Even if it might require more work.
I had previously found this article: archive.ncsa.illinois.edu/Classes/MATH198/townsend/math.html
With that, the articles you linked, and the capx to use as a guiding post, I think we can get something down.
I skipped the angular motion, and it will lock up if you design a layout with objects overlapping, but other than that it looks alright.
Hm, we might want to add angular velocity so that we don't have to fake too much of the ball rolling animations.
With objects overlapping I trust you only refer to the ones that are colliding?
We are going to show the pool table at an angle, and in order to not have to further compensate balls colliding with an angled surface, I figured we'd use the Mode7 plugin you posted not too long ago.
Here's a test I did: https://dl.dropbox.com/u/22615804/bbbb-mode7/index.html
We're not gonna rotate it and such during gameplay. I'm only using the effect to get the table angled.
The collisions are pretty crisp due to the method used in the tutorial, but it's pretty slow when many collisions occur at once.ow many collisions did you consider many? I haven't noticed any slowdown. It stays at a nice 59-61~ FPS for me. Though I recently upgraded and am now running an i7 system, which could explain it. The primary target platform is Ouya though, so if it's too heavy, that could be an issue.
I also noticed that there's constant motion. Even if a ball comes to a stop another one soon enough bumps into it and sends it off with renewed force. Though I'm sure it's not too hard to fix.