Multi ball sphere tennis

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Jackdapantyrip
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Multi ball sphere tennis

Postby Jackdapantyrip » Wed Jul 17, 2013 11:04 pm

Ok, imagine the earth with the moon and the sun at 24x speed.. the tennis court is about a fifth of the surface area and curved. 4 balls are in play.

You serve your first ball: Time 'shifts' from the first ball to the second after an amount of time allocated to the shift. The first ball is now going as slow as possibly allowed in the 'game setup, customizable by players' and you serve the 2nd ball which shifts the speed of the first ball up to the 2nd slowest speed.. and now the 2nd ball is served 'after an allocated time shift' is going at the slowest possible speed.. 3rd ball is served.. same shift.. 4th same shift.. so now the first ball is going 'full speed' before the other player 'hits it' repeat shifts..

Do you think mass shift with time and balls should be constant?

How would you design the net for competitive game play?

Do you think you should be able to switch ball order in play? Maybe with distance?

Ideas and the obligatory flaming welcome..
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NeatNit
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Postby NeatNit » Wed Jul 17, 2013 11:31 pm

I can't follow what you're saying, please make things easier with illustrations.
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xander
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Postby xander » Thu Jul 18, 2013 3:57 pm

I'll be honest. I haven't a clue what you are on about. Something about your balls? and how fast they are?

xander
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Re: Multi ball sphere tennis

Postby Sildaekar » Thu Jul 18, 2013 4:45 pm

Jackdapantyrip wrote:Ok, imagine the earth with the moon and the sun at 24x speed.. the tennis court is about a fifth of the surface area and curved. 4 balls are in play.

You serve your first ball: Time 'shifts' from the first ball to the second after an amount of time allocated to the shift. The first ball is now going as slow as possibly allowed in the 'game setup, customizable by players' and you serve the 2nd ball which shifts the speed of the first ball up to the 2nd slowest speed.. and now the 2nd ball is served 'after an allocated time shift' is going at the slowest possible speed.. 3rd ball is served.. same shift.. 4th same shift.. so now the first ball is going 'full speed' before the other player 'hits it' repeat shifts..

Do you think mass shift with time and balls should be constant?

How would you design the net for competitive game play?

Do you think you should be able to switch ball order in play? Maybe with distance?

Ideas and the obligatory flaming welcome..


Umm.....yes?
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Colytic
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Postby Colytic » Thu Jul 18, 2013 5:04 pm

This sounds like one of those interesting thought experiments but I'm afraid I don't follow either.
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Postby thekillergreece » Thu Jul 18, 2013 5:46 pm

Geography experiments lessons?Aint nobody got time fo dat, here is for gaming forums not lessons..
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Postby Jordy... » Thu Jul 18, 2013 11:19 pm

xander wrote:I'll be honest. I haven't a clue what you are on about. Something about your balls? and how fast they are?

xander


The technical term would be 'swaffeling'.

But joke asides, I like your idea, I think it has potential.
Cuz fuck logic
Jackdapantyrip
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Postby Jackdapantyrip » Thu Jul 18, 2013 11:59 pm

Jordy... wrote:
xander wrote:I'll be honest. I haven't a clue what you are on about. Something about your balls? and how fast they are?

xander


The technical term would be 'swaffeling'.

But joke asides, I like your idea, I think it has potential.


Thanks, I've been working on it awhile.. Subversion quote time "it's all in your head" initially I was trying to do something in idtech3 because I like the C networking work done in the engine.. But I would probably be better served to go source.. I have minimal coding experience though and would rather team up with a left sided mind at some point..

I do think game engine source can cater to the right sided brain though: Example Ken Levine at irrational games has done great work with the unreal 3.

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