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Topic: Possibility of a hybrid physics simulation engine in billiard games (Read 1394 times) previous topic - next topic - Topic derived from Combining Vorbis and ...
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Possibility of a hybrid physics simulation engine in billiard games

(Note: This topic is related to both Vorbis and Opus but I can't open a topic in two categories. Also, I was being hurry when writing this and the correct title is "Combining Vorbis and Opus to increase quality".)

Hello. I have some tracks in both Vorbis and Opus formats, and both of them are in low quality (Also, I definetely don't like those codecs). Can I get a better quality by combining them together in a way? Thanks.
This gives me an idea of a hybrid of continuous event-based (based on closed-form equations, used as interpolation as well as a way to improve accuracy at low physics update rate) physics simulation and numerical ones for a highly-accurate simulation that might require some phenomenon (whose don't have any closed-form solutions at all or in other words can't be described in any analytical functions that expresses the position of these spheres as a function of time, especially with certain trickshots that involves moving objects that exert magnetic or more unrealistically, gravitational force on each other such as this one involving two or more magnetic balls - see three-body problem) to be simulated while having at the same time, good accuracy at slow tickrates in a billiard game

Or is it? What are practical considerations (e.g. performance, accuracy comparisons against purely numerical and purely analytical event-based way of billiards physics simulations) before any sane game developers (excluding mine obviously because I'm not a game developer at all despite all of programming some realtime audio analyzers such as the AudioWorklet-based spectrum analyzer) implementing these systems for this pool simulation game?

Bonus question: what about a dynamically-changing friction map for accurately simulating cling/skid/kick? Which works similarly to "Bounce Maps" paper except it constantly changing during simulation and instead of coefficient of restitution, we have friction parameter varying spatially (high-friction spot approximates chalk mark)

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