I don’t even know if that is the right word. Maybe regulate? More on that later.
Here’s my problem. The object of my game is to use a spoon to flip ice cubes into glasses of various sizes and distances. So the spoon is flat on the bar, the cube rests on the end, and you swipe down onto the bowl of the spoon to send the cube flying. I started out using the slingshot model from Hot Cross Bunnies, but I thought this fit the theme better.
Initially, I calculated the velocity of the launched cube based on the length of the swipe. But this means that swipes that start only a couple pixels apart will produce different velocities. That’s how it would work in the real world, but in the real world it would be harder than hades to flip ice cubes into a glass across the table 
So I’m now refactoring to map certain ranges of swipe length down to the same velocity, so that there will only be a dozen or so possible values. (what do you call this? regulating? modulating? damping? fudging?)
Is this a good approach? If not, what would you propose? I could make the target glasses a whole lot bigger, but then it would look incredibly phony. The base of the glass would be nearly the width of the bar top.
Thanks for reading this. [import]uid: 58455 topic_id: 12064 reply_id: 312064[/import]