All of those things are totally deterministic so no RNG necessary. I think the most challenging thing is friction (the ball getting stuck). I don’t know how games handle friction these days, if they even attempt to.
I don’t see simulating physics to be so much of an issue as quantifying the physical objects. We could tear machines apart and weigh the components for mass, but that’s just one input, the simplest to measure. There are other things involved, and it’s too much work to do anyway. So we will have to settle for inaccuracy. It won’t matter how good the physics engine is when the inputs are bullshit, but that’s all right. It’s good enough to demonstrate how the game operates and what sort of scenarios and quirks come up, and that’s the most important thing, really.
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