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RealSports Curling


Ryan Witmer

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Well, look at this:

RealSports Curling, January 18th, 2017



I've got the rocks slowing to a stop now, and the logic correctly proceeds to the next shot. Here you can see a yellow rock that was already thrown, with a red one coming up behind it.

Of course, the yellow shot would be removed in a real game since it didn't reach the far hogline, but I don't have that working yet.

The next item on my checklist is to get the curl working. This refers to the spin you put on the rock, which causes it to "curl" in an arc. This allows curlers to place shots behind other rocks, and is a key element of the sport. This is something that really needs to feel right for this game to work.

After curl is in place, I want to get boundary detection working. Currently, if a rock leaves the sheet it just goes cruising through memory until it hit something vital and crashes the program. Boundary checking also includes removing rocks that don't reach the hogline, and enforcing a foul if the shooter hasn't released the rock before it reaches the near hogline.

When these elements are in place, it will be possible to throw a complete end of 16 rocks. Of course, there will be no collision detection at that point, and that's probably going to be the toughest part of this whole project.
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