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


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