# Trying to make a ball that speeds up after each bounce AND doesn't get stuck between parallel walls.

**URL:** <https://forums.unrealengine.com/t/trying-to-make-a-ball-that-speeds-up-after-each-bounce-and-doesnt-get-stuck-between-parallel-walls/150819>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [September 17, 2020, 11:39pm UTC](https://forums.unrealengine.com/t/trying-to-make-a-ball-that-speeds-up-after-each-bounce-and-doesnt-get-stuck-between-parallel-walls/150819 "2020-09-17T23:39:58Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [September 28, 2020, 8:05am UTC](https://forums.unrealengine.com/t/trying-to-make-a-ball-that-speeds-up-after-each-bounce-and-doesnt-get-stuck-between-parallel-walls/150819/13 "2020-09-28T08:05:28Z")

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Also, here’s a trick I discovered that one time when rolling the abovementioned coins - Linear Damping can be Negative:

 ![Screenshot 2020-09-28 085517.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/b/6b0fbf243f83820da693bc6cc4339f1b8d935121.jpeg)  
After trying several different methods for clamping velocity, I settled for this. Do note that the MapRange is \*unclamped \*here, velocities below 5000 result in \*negative \*damping values - they’re accelerated; velocities above 5000 are slowed down. While this system maintains energy (restitution 0) on its own, you may opt to add / remove some via player’s actions or additional impulses.

The above will maintain the 5000 cap quite efficiently and, most importantly, without any sudden changes in velocity. The simulation is allowed to exceed the cap only briefly and is quickly slowed down / brought up to speed. And it can be parametrised for each actor easily.

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