   the rules of pong???????????
  high,im working on a pong clone in SDL with c++, and have a stupid question. what are the rules for pong? im talking about, does the ball always move at the same speed? if not, when should it increase/decrease in speed??? is there any other special rules i should know, i mean i understand you need 2 paddles and a ball and when a ball gets past a paddle the other person scores. when i say rules i mean stuff like balls speed increase. thanks. also, does the ball ever accelerate? or is it always at the constant speed? if the former, how does this work? im assuming it requires some sort of physics, but i dont know anything about physics, and know very little about math also. maybe a link or a brief explaination on the physics of this kind of stuff would help. thank you!!!  
  I have always wondered this too. I think the ball is always at a constant speed, and so are the paddles.  And the farther from the center of the paddle the ball hits, the smaller the angle of reflection is.I am not sure though.   [edited by - PlayGGY on February 18, 2004 9:49:19 PM];  why don''t you create your own rule ;quote:Original post by alnite  why don''t you   create your own rule  I agree. Do something different and add something unique. Make it how you want it, not how someone else wants it. Your game, your rules...   -UltimaX-Ariel Productions"You wished for a white christmas... Now go shovel your wishes!" ;  Most Pong implementations keep the ball speed constant (no acceleration), however some ambitious ones apply the paddle''s acceleration to the ball (distributed into vertical and horizontal components based on angle of incidence). It''s simple physics if you know it. It isn''t if you don''t. ;  mine is unique. currently instead of having paddles and a ball, i have boxing gloves for paddles, and a donkey''s head as my ball. in case your wondering my software company is callled Donkey Punch Production  .im seriously thinking about scrapping the idea tho, because im starting to get VERY frustrated doing collision for when the head hits the glove, because the glove is more of a square then a verticle rectangle(like traditional pong) and the ball is more of a square then a ball, collision is getting really tricky and pretty F''ing annoying. i cant seem to get it to work right at all. figuring this crap out is a real PITA. maybe i should just stick to traditional pong beacuse im so new to programming, but i want mine to be cool and different. oh well, back to coding ;quote:Original post by graveyard filla  im seriously thinking about scrapping the idea tho, because im starting to get VERY frustrated doing collision for when the head hits the glove, because the glove is more of a square then a verticle rectangle(like traditional pong)doesn''t change a thing, still coded the same...quote: and the ball is more of a square then a ballthat should make it even easier... ;  not really, how do you calculate what angle the ball (donkey head) bounces off the fist with? with a standard paddle its much easier to calculate this accurately because you have much more space to work with, where as try breaking it up with pieces when its just 60 pixels tall. it may sound easy to you but im pretty new to programming and dont feel like going through the hassle my first time making a pong clone.... hey it doesnt matter anyway, i just changed the gloves into bigger, tall skinny gloves and now the problem is solved 