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A Bit Of Physics - Golf Dev Blog - News - Articles - Perfect Parallel

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A Bit Of Physics


Hey guys - as you could see in our last blog post, we have our golfer taking some basic shots, which means we've started tip-toeing into the shot physics.
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Hey guys - as you could see in our last blog post, we have our golfer taking some basic shots, which means we've started tip-toeing into the shot physics.

This is something we really want to get right, so we're taking our time with it. Not only are we governing the ball flight with classical mechanics, but we're also referencing with real-world data in order to make sure that the physics isn't just right in theory, but also in practice.

Just wanted to let you guys know that work is currently being done on that front and that we are very excited to get to a point where we can let you guys take some swings yourself and give us some feedback. No promises on when that will be just yet, but we're getting closer every day.
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14 Comments

Nice update Joe. Hope the data crunching goes well. It always boggles my mind, when you play these games of today, with so much actually happening on screen, like FPS games, racing games, even golf, that all the movements, reactions, collisions etc. are all determined by line after line after line of code. I have nothing but positive vibes for this project and seeing it slowly evolve through the dev blogs is great. I signed up for the PCARS project and it really is eye opening what the programmers/artists get up to and we actually get to tag along for the ride. I'm hoping we can experience something similar with Perfect Golf, using yourselves and the community to take the best bits from golf games past, put a 21st century spin on things with the tools we have available and end up with the golf game we have all dreamed of for years and years.
I just love physics. I can't wait testing it and I can imagine the amount of data to process to get it right. Even if you think about the physics involved just to get the ball falling into the cup the right way, the speed, angle, is it going to drop or lip out. That in it self should be a lot of code. Good luck!
Ooops, lol. Apologies, my opening post should have started.......... Nice update Chris. Hope the data crunching goes well. I'm sure Joe is crunching data elsewhere to get his animations to do their thing, lol. ;-)
Joe Habiger
Nov 04 2012 02:16 AM
I applaud you for your efforts so far. Pretty graphics is great but if the game play is not as good as it should be then all you have is a pretty game. I also am hoping for something special, I know a lot of people don't like the golf game I play but it has the best golf physics there is so far but it was to hard for the casual golfer who wants immediate satisfaction right out of the box and doesn't want to work at getting better. I do agree though that every game needs to have an Amateur and Professional level regardless. Good Luck!
Which game is that Joe?
Now thats some great news. Can't wait to do the 1st swing :) I know it takes alot of work just to make an animation move, so I can imagine what it meens to make him move, hit a ball and make the ball fly the way it should. You guys seem to make a great job and like I stated before: Take all the time you need. I rather wait some more than playing an unfinished game...
Joe Habiger
Nov 05 2012 06:01 PM
It was formally CustomPlay Golf 2 but now called Hank Haney Golf in the UK and World Golf Challenge in the states. I know some of you know that game, Mike Jones also knows of it. I don't want to get into why people feel they didn't like it but many of us that play the game have played all the top games from Links97 to the Jack Nicklaus series, PGA and TigerWoods series as well. Me personally I find that these physics are better then any game I have played and were build using real world numbers. I'm not sure how he did it as Chris Morris would only know probably but the game wasn't easy because the chipping required great touch and so did the putting to be successful. None of us have ever shot -12 yet but we do hover around 66-68 quite a bit but if playing in the wind your scores might hardly break par. I think we all believe in the game we play and we are awaiting the new engine they are building but we are also awaiting this game because we will all be trying this game out as well. We are gamers and while we like CPG/WGC we love to play and design golf courses so we are anxious to get a hold of this unit just like you all.
Joe Habiger
Nov 05 2012 06:08 PM
Sorry that comment was for Daz but I'm sure you might have figured that out, I just hit the wrong reply button. I think what I miss most in a golf game is a big community, CGP/WGC never really had a big community. We pretty much only have 9-10 players but we also play golf together every Friday night and have been doing this for almost 2 years. You can play 8 players at a time in one server but we usually have (2) 4somes or (2) 3somes if a couple don't show. As a designer you want as many people playing your courses and it kind of bites when you only have 9 people seeing it. Now we do courses by lidar but when I made Augusta National and Hazeltine National I used a topo map and wow talk about long hours into a design..lol
JH, Ahh yes, I remember that one. I remember trying out the early build beta's but never got any further than that. If golf game can be enjoyable by all that play but not make it easy to shoot low 60's and also have acceptable game physics, I think you're 2/3's of the way to the finished article. Hopefully Perfect Golf will pool all plus points from all games and give us the daddy, lol. Must dash, as just seen 2 new blog post arrived today, lol.
Will there be left-handed golfers?
To really achieve realistic putting on the greens and to insure the physics is accurate, how about building a working stimp meter for the game. This can be done by simply putting the ball hard enough to generate a ball speed of somewhat more than 4.1 mph (6 feet per second) and measuring how far it goes from the spot where it slows back down to 4.1 mph to the spot where it comes to rest. I tried this in Links, but only the clubhead speed is given there.
I hope course altitude can be factored into the physics. The ball will carry some 10 or 15% farther at high altitudes and will be less affected by wind and ball spin will have less effect on ball flight (slice, hook, carry).
I'd like to think we could include left handed golfers, I see no reason why not. Altitudes are certainly something we are considering. Temperatures too. These are small things to be added once all ball flight and roll is accurate with standard conditions, but they are important and can really set us apart
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☠InDaSkies☠
May 06 2013 02:37 PM

I can only imagine how much goes into the physics of a game. Sure glad there is people like you guy's that can create a game that people will enjoy. Hopefully for years to come. Can't wait to try this out!