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bezz
post Jul 9 2008, 01:57 PM
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Create your own 8 ball pool game.
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machine
post Jul 9 2008, 02:01 PM
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Great stuff, bezz smile.gif !
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wozzym
post Jul 9 2008, 03:12 PM
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great job smile.gif
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Brandon
post Jul 9 2008, 03:16 PM
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Nice Job smile.gif
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Alex
post Jul 9 2008, 05:13 PM
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Pretty impressive, but I have to say the example missing game logic and there being some rather peculiar collisions (I hit one ball which proceeded to orbit the cue ball as it moved along the table - weird) is a little jarring. Still, it's just meant to show the basic idea behind it, so it can be forgiven.

What I think is the main issue is that this is a 375 line piece of actionscript, and comments are not a good way to describe the thought processes behind something quite that long. I think it could have done with a more "building it up piece by piece" approach, where you might just have two balls and describe how it handles collisions, one ball and how it handles the potting logic. (the other good bit about that approach is that you can then revisit it to introduce things like spin, gradually building up a more and more realistic table)

Anyhoo, nice to see you're still going on the tutorials, hope to see some more. smile.gif
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bezz
post Jul 9 2008, 08:00 PM
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QUOTE(Alex @ Jul 9 2008, 01:13 PM) *
What I think is the main issue is that this is a 375 line piece of actionscript, and comments are not a good way to describe the thought processes behind something quite that long. I think it could have done with a more "building it up piece by piece" approach, where you might just have two balls and describe how it handles collisions, one ball and how it handles the potting logic. (the other good bit about that approach is that you can then revisit it to introduce things like spin, gradually building up a more and more realistic table)

Great suggestions. I'll definately consider making an update explaining things step by step. You're right that 375 lines is a very long code block for a tutorial. The idea of adding english to the ball makes my head hurt from the math involved. There are some quirks with the collisions, and that is partly due to it taking samples every 20 milliseconds rather than the constant collision test that exists in real life. I also noticed the orbit problem. I came across the circle collision function a week or two ago and I may just write my own replacement that fixes this issue. I'd like to better explain how the circle collision works, since it is definately the hardest to wrap your head around.
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ebirayan
post Dec 8 2008, 01:02 PM
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QUOTE(bezz @ Jul 9 2008, 01:57 PM) *



good job Bro.
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brettgavin
post Oct 10 2009, 11:44 AM
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Hi,
Can you explain me by what I am create pool in flash.
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keddy1
post Oct 19 2009, 02:30 PM
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really impressive.great work
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ishanseo
post Jul 26 2010, 01:28 PM
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This is nice and really enjoyable. i like it.
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jamsbrawne
post May 16 2011, 04:58 PM
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The Pool in which you to add the functionality of the Flash, The interesting approach is that you can introduce like spin, gradually building up a more and more realistic table. And the Main is the swing of the system.
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rebena
post Jun 21 2011, 10:35 AM
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You have done extraordinary work on these graphic designing.I really enjoyed.
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adam007
post Jul 7 2011, 06:48 AM
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good yaar.
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halwits
post Apr 19 2012, 12:41 PM
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Great job bro best of luck.
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Josephwillie
post May 4 2012, 06:01 AM
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Question about pool software i can't find anymore?
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john29
post Jun 19 2012, 04:45 AM
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ohh it's really nice job... Keep it up buddy biggrin.gif
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jhon frank
post Jul 9 2012, 06:37 AM
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QUOTE(bezz @ Jul 9 2008, 01:57 PM) *

any experties required ?
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john29
post Jul 9 2012, 12:19 PM
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very well done.
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buyfacebo
post Feb 19 2013, 12:13 PM
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Flash Pool needs to keep tabs on access patterns of blocks and evict less frequently accessed blocks. Flash Pool implements this mechanism via a "temperature tracking" map and an eviction scanner. One of the more interesting features of Flash Pool is the pace at which it can dynamically evict blocks
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