Mirror's Edge is an action-adventure platform game where the player must control the protagonist, Faith Connors, from a first-person perspective and navigate a city.[1] To progress through the game and its storyline, the player needs to complete a series of levels that involve performing a linear sequence of acrobatic manoeuvres.[2] These include jumping between rooftops, running across walls, climbing pipes, walking along ledges, sliding down zip lines, and getting past opponents controlled by the game's artificial intelligence.[3] Faith's arms, legs, and torso are prominent and their visibility is used to convey her movement and interactions with the environment.[4] Her momentum is an important aspect of the gameplay,[5] as preserving it through multiple obstacles allows the player to run faster, jump farther and climb higher.[3] To help players chain moves seamlessly, the game employs a navigation system, called Runner Vision, which turns certain objects in a bold red color as Faith approaches them, allowing the player to instantly recognize paths and escape routes.[4]

Although the player can perform melee attacks and disarm opponents,[5] using weapons is generally discouraged as they slow Faith down and hinder her acrobatic abilities.[3] For example, carrying a weapon that is heavier than a pistol prevents the player from being able to jump and grab ledges.[3] Weapons have a finite magazine and must be discarded when they run out of ammunition.[3] If Faith has preserved enough momentum,[3] the player may use an ability called Reaction Time, which temporarily slows the gameplay down and allows the player to time their next move.[1] Faith has a certain amount of health which automatically regenerates when she does not take damage for a brief period. If Faith falls off a significantly high position or her health is fully depleted, the player must start the level again from the latest checkpoint.[3] In each level, the player may also find and collect three hidden yellow bags. These encourage the player to explore the game and unlock achievements.[6]


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The game's working title was "Project Faith" until it was changed to its current one in mid 2007, suggesting that the game's city is a mirror to its inhabitants.[14] American TV series Firefly and its film spin-off Serenity were cited as major influences on the setting.[20] Writer Rhianna Pratchett, who was hired a year and a half before the game was released, described the society portrayed in the game as somewhere between an anti-utopia and a nanny state, stating that the game explores the contrast between citizens who give up their personal freedom for a comfortable life and those who prefer to live on the edge freely.[9] O'Brien deliberately chose not to give the city a proper name because it was considered an amalgamation of many different cities,[18] blending both East and West aesthetics.[20] Around two and a half hours of in-game music were composed by electronic music artist Solar Fields. To ensure there was a good flow between the player and the game world, the score was designed to be very interactive and different parts transition seamlessly.[14] The game's main theme song, "Still Alive", was composed by Swedish producers Rami Yacoub and Arnthor Birgisson and performed by Swedish pop star Lisa Miskovsky.[14] The game went gold on November 6, 2008 and took nearly two years to complete.[20][22]

The second reason I love the change is that it allows you to be in that world for no reason at all, to run for the pure pleasure of running. Catalyst's greatest strength is still the feeling of movement. The pit-pat, pit-pat of my feet against concrete builds until I start to hear the whoosh of wind past my ears as I reach top speed, and then I'm gone, lost in the flow of the game. Slide under that vent, leap over the next, use a box as a springboard to reach a high platform, rebound off a wall to grab a ledge behind me, grab a zipline and repeat. It's exhilarating.

The rest of the time combat is as big a pain as it ever was. You can combine strong and light attacks, exploit moments in which your opponent is stunned, bump them into one another, bounce off the environment for stronger hits, and knock people over ledges, but none of these things feels fun to do. Animations are slow and the game occasionally struggles to sync up different character movements, robbing you of strikes. The rest of the time, it cheats. Kick an enemy towards a railing and he'll move slowly towards it then dramatically throw himself into it, like a stunt actor trying to sell a strike more than it was worth. Enemies cheat similarly in their attacks against you, with bullets sometimes coming out of their backs and high kicks auto-targeting towards you even as you strafe out of their way.

It even commits a few cardinal sins, including every variation on bad checkpointing: it places them before short cutscenes in a few instances, too far apart in another complicated combat-and-climbing section, and then at other times loads you right back to the edge you fell off even though that might leave you in the direct firing line of multiple turrets with no momentum to escape. Throw in the disappointing habit of moving to third-person not just for cutscenes but for enemy introductions and heavy-handed tutorialising and even the aesthetic purity of the original seems diluted. All of which, the second time around, makes me less want to champion Catalyst for the next eight years.

I've used the on-line edge support analysis tool and it thinks that my set up is good, but it also seems to only worry about mirrors angles looking at the horizon. This is extreme and probably almost no one does it?

My mirror sits on eighteen 20mm diameter thick felt pads. The friction between these and the mirror back is considerable. My mirror wont slide on them until its angled at more than 45 degrees. So most of the time my edge support is doing almost nothing. At 20 degrees elevation a quick measurements suggests the edge support is exerting just 2kg of sideways force on my 12kg mirror.

I previously had it set up with a pair of 90degree slings that crossed under the mirror edge at the 6 o'clock position. This system was great in that it didn't allow the mirror to shift laterally. I switched to a single 180 degree sling when I was trying to track down some astigmatism..... only to find the cause was excess padding behind the secondary mirror. I will return to the dual sling system in due course. seems the important detail is to support the mirror at the CoG....in my case 19mm from the back of the primary.

Nylon will tend to ensure the mirror is sitting against its edge support and hence kept central. I swing mine in altitude to make sure the mirror is settled against the whiffletree and then assume it stays there, (cant see why it shouldn't)

That's usually bad design. In effect, you need to use the "mirror glued to back support points" option in PLOP or the cruxis.com simulator to see what a stuck mirror yields. Everything else assumes a frictionless back support.

I spent two evenings tweaking a scope where the mirror was supported by a sling where the sling was attached to the mirror box and the attachment points were not moving when collimating the mirror. It turned out to be very important to get the sling attachments at the correct height with respect to the mirror on both left and right sides.

Based on my 45 degrees before the mirror slides, I did a quick fag packet calculation of the 'tension' across the mirror back surface as the steel support changes with temperature, and find it two orders of magnitude smaller than that necessary to distort the mirror. If I assume the elasticity of silicone rubber glue, then i indeed get a problem. So I think my fag packet calc is good enough.

I either slides or it doesn't. If it doesn't -- and you're claiming that with angles up to 45 it doesn't slide-- then the force of gravity in the plane of the mirror is entirely counteracted by the static friction, and even though it's in the plane of the mirror these forces are not in a plane that contains the COG so they will introduce bending forces the glass will need to counteract though deformation. It might just as well be glued to the pads.

It's not a catastrophy, it might not be that easy to see at lower powers, in 'average' seeing you might not notice it at the powers you can use effectively, but it's still there. And I know some 18" mirrors far thinner where it would be a real nightmare (I've used a couple with mirrors made out of Borofloat 33, which only goes up to 25mm).

You can simulate it in PLOP3D (only tricky thing is you usually have to edit the angles and add 90, since PLOP will angle the mirror to the right when it simulated edge support), wil yield similar results (and a pretty picture of the wavefront deviations).

Of course in practice you are luckier if the mirror is indeed close enough to the edge support. The felt will 'give' a bit until part of the weight is supported by friction and part is supported by the edge support. Still, not good design and performance will not be repeatable (been there, done that, designed by someone else until I rebuilt the scope). In such a setup it's not uncommon to have the mirror move a bit when you've been observing close to the zenith (or sometimes over it) and moved the scope in Az, and then when you go back down to another object suddenly the views are worse until you give it all a good whack. ff782bc1db

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