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CurveBall (3D Pong)(game)

Image:
screenshot of the scene

Author: FRA32

Group: Technical

Filesize: 21.66 kB

Date added: 2015-12-21

Rating: 5.4

Downloads: 1250

Views: 455

Comments: 18

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

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Scene tag

This is an Algodoo recreation(partly) of the game Curveball, which basically is a 3D Pong game where you also can shoot the ball in curves. Use the mouse to move your player, and "hit" the ball this way to keep on playing. Closer hits result in curved flight paths, making it harder for the enemy to counter the shot. The more you win/loose, the harder/easier it gets.

Idea from pnnv during a lifestream on http://talkgadget.google. … xiqk4k6maa

EDIT 1: Added depth visualisation, paddel textures and transparency, changed and smoothed the movement of the player
Last edited at 2016/07/03 21:51:21 by FRA32
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Fantastic work!!!! =)
@FRA32 -- Interesting concept, and very nicely done! :tup:

I have a suggestion and a question:

Suggestion: Increase the transparency of the player's paddle (60% seems about right) so that the ball can be seen through the paddle rather than be blocked from view.

Question: in many of the equations, sim.frequency is used. For example: "vel = vel + _curve / 10 / sim.frequency" Why is sim.frequency needed?

Thanks!
Last edited at 2015/12/21 03:21:10 by Xray
Lol I was in a livestream with him while he was making that! : D
I was also in the livestream! Watching him code this thing was like watching a rocket scientist create an amazing build with little to no effort, it was just amazing:tup:
It could be much better is you add some functionality:
1) Visualisation of ball spinninig (texture?)
2) Smooth movement of racket
3) Shadow on walls to help identify depth
Sim.frequency is the variable telling me how many frames run per second of the player. This is needet since, the highter the freq., the more often postStep gets executed, and that means I have to divide by sim.freq. so that the artificial accelleration stays at it's value(The sim.frequence equations are similar to the way algodoo calculates accelleration and movement)

About your suggestions: I will try to add them all, I only need to find out how to work with textures in a way that the ball would seem to be spinning in 3rd dimension. Other than that, I could do the rest
The cursor separates from the paddle if moved too quickly. By increasing the sim frequency, the paddle stays glued to the cursor much better, and I found that 300Hz is about right for my computer.
Last edited at 2015/12/21 21:14:14 by Xray
It is supposed to seperate, so that the player has to aim ahead in order to catch the ball. If it would be right where the mouse is, it would give you the ability of instantly dodging any ball just by holding the mouse in front of it. This way you need to aim ahead so your paddle is where the ball will be, even if it may not reach your mouse in time.

PS: You are not supposed to change the sim.frequency xD Leave it at 120-60 hz. You just helped me with a bug this way, since people with highter frequency have better winning chances
no. way. this is the best i've seen on algobox ever. 10/10 im addicted to it xD and i got a new Thyme scene i posted if u want u can go check it out cx
Eh, nice to hear you like it so much, but I've had even better scenes before(like the 3D runner :3)

Yes I saw your scene, but to be honest, after checking it, I barely saw thyme code inside it? Well, I liked it, and if you want to learn thyme so you can make just as "awesome" scenes "as I do", just messsage me via forum and I'll tell you all my tricks. And don't worry, you can ask as many questions as you like. The more, the merrier.
You can even change your paddles appearance! I tryed it and works 10/10
Yup, it works, but I chose 2 diffrent textures for each paddle, and since the colors of the textures mix with the color settings, it may result in some inproper color mixing. But if you like that, enjoy it ^^
Suggestion:

Because some code still runs in the user paddle while Algodoo is stopped, I cannot zoom in or out, and cannot translate around the scene. So, I did this:

Sim.running ? {
camera.pan = [0, 0];
camera.zoom = 100;
angle = 0;
angvel = 0;
vel = [0, 0];
scene.my.player = [e.this.pos - e.this.size / 2, e.this.pos + e.this.size / 2];
_zDepth := 20.0 }:{}
eh, simply copy it from update to poststep if you dont like that, poststep only runs in running scene, so sim.running ? {code} : {} statements are kinda useless xD.
I know the difference between postStep and Update :) I just wasn't certain if the code could be moved to postStep without introducing bugs. In case you didn't know, the execution rate of update is not affected by sim.frequency. Only postStep is. :*) At 60Hz sim.frequency, postStep and update run at the same rate. (might be 50Hz in Europe (?))
Last edited at 2016/01/01 17:09:59 by Xray
Yup, also knew that Update is the framerate of the program while poststep uses the rate of the scene. And update also runs at 60hz in europe, text = math.toint(counting var) told me dat.

Btw, you once said you wanted to make a response scene to my julia scene, and that you may ask questions. Wat about dat?:D
I have been playing around with a few different scenes, trying to decide which one I'll post, but I've also been very busy with my personal life, and so my free time recently has been rather limited. I don't believe that I can improve your Julia set scene, and so I probably won't even attempt it, but who knows?

Thanks
Love It! :)