# Physics Simulation Forum

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 Post subject: Physics of bowlingPosted: Thu Jun 02, 2011 5:11 pm

Joined: Thu Jun 02, 2011 5:06 pm
Posts: 1
Hi guys, I'm working on a simple bowling game, using Ogre as rendering engine and Bullet as physics engine.
I'm at the point to tune all the physical parameters, but how? Where I can find these?
For example:
- Ball friction.
- Ball restitution.
- Ball angular damping.
- Ball linear damping.
- Ball, any other parameters.
- Pins parameters.
- Lane friction.
- Lane restitution.
Thanks.

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 Post subject: Re: Physics of bowlingPosted: Thu Jun 23, 2011 6:54 am

Joined: Fri Mar 04, 2011 1:19 pm
Posts: 8
I can understand friction param. but as to those dampings... i have to shrug my shoulders..

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 Post subject: Re: Physics of bowlingPosted: Mon Jun 27, 2011 3:29 pm

Joined: Wed Jun 22, 2011 3:15 pm
Posts: 11
Hi,

I'm guessing that you have btRigidbodies created for the balls, pins and the lane?

Check out the btRigidBody::btRigidBodyConstructionInfo structure used in the btRigidBody constructor in...

.\bullet-2.78\bullet-2.78\src\BulletDynamics\Dynamics\btRigidBody.h

cg

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 Post subject: Re: Physics of bowlingPosted: Mon Jun 27, 2011 3:41 pm

Joined: Wed Jun 22, 2011 3:15 pm
Posts: 11
Ball restitution : bounciness of the ball

Ball angular damping : if the ball is spinning while flying in the air, how fast do you want it to slow its spin down over time? range is 0.0 to 1.0 where 0 means it will spin for ever, 1 it wont spin at all.

Ball linear damping : think of it as wind resistance. range is 0.0 to 1.0 where 0 means it will move for ever ( no wind resistance), 1 it wont move at all (full wind resistance)

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