Package: lbreakout2 Version: 2.5.2-2 Severity: normal The collision detection in this game is very poor. When frames in which collisions would have occurred are dropped, the game is unaware that a collision should have happened, and so the ball appears to "pass through" the paddle.
Stock Debian kernels don't have preempt / low latency desktop turned on. As a result, if the system is doing *anything* at the time that you're playing this game, frames are frequently missed. This is frustrating to the point that I would not recommend that anyone play this game on anything but an idle system, or one which is tuned (e.g. with preempt / low latency desktop) so that I/O, particularly writes to IDE drives, doesn't ruin gameplay. Other games manage to implement proper collision detection, even when frames are lost. If you want to significantly improve this game, please see if you can figure out how to implement good collision detection in LBreakout2. Thanks, Ben Armstrong & family -- System Information: Debian Release: testing/unstable APT prefers unstable APT policy: (500, 'unstable') Architecture: i386 (i686) Shell: /bin/sh linked to /bin/bash Kernel: Linux 2.6.14-2-k7 Locale: LANG=en_US, LC_CTYPE=en_US (charmap=ISO-8859-1) Versions of packages lbreakout2 depends on: ii lbreakout2-data 2.5.2-2 A ball-and-paddle game with nice g ii libc6 2.3.5-11 GNU C Library: Shared libraries an ii libpng12-0 1.2.8rel-5 PNG library - runtime ii libsdl-mixer1.2 1.2.6-1.1 mixer library for Simple DirectMed ii libsdl1.2debian 1.2.9-0.0 Simple DirectMedia Layer ii zlib1g 1:1.2.3-9 compression library - runtime lbreakout2 recommends no packages. -- no debconf information -- To UNSUBSCRIBE, email to [EMAIL PROTECTED] with a subject of "unsubscribe". Trouble? Contact [EMAIL PROTECTED]