Chief Delphi

Chief Delphi (http://www.chiefdelphi.com/forums/index.php)
-   FIRST-related Organizations (http://www.chiefdelphi.com/forums/forumdisplay.php?f=61)
-   -   [FVG]: Included Bots (http://www.chiefdelphi.com/forums/showthread.php?t=29714)

Max Lobovsky 28-07-2004 23:40

Re: [FVG]: Included Bots
 
That's why I said a scripting system, not a list of features a bot does or does not have. A scripting system would let you assing various types of movement to certain parts. You could define speed, acceleration, range of movement, torque to any roational body. conveyor belt type things could be defined. umm... what else... whatever, there would be several types of movement a part would have and various parameters for that movement. This would all be defined by scripts taht accompany every bots files. This would mean you could desing your own robot without modifying the source code. I am not making this up out of the blue, this is how any real game would handle it.

Astronouth7303 29-07-2004 04:16

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Max Lobovsky
I had assumed that there would be some sort of scripting system or something to define the functions of a robot. Hard coding all robots would be tedious, to say the least. (of course, unless there are dozens of robots, it would be easier to hard code...)

Unless you can write the scripting engine, the current plan is to use DLLs.

Ryan M. 29-07-2004 07:09

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Max Lobovsky
...scripting system or something to define the functions of a robot.

Scripting engine: We could do that easily enough by having a "scripting engine" class. The rest of the program would interface with this class when they want to tell the robot to do something. The scripting engine will then look at some sort of file in the robot zip and determine just what the robot does to do this. The scripting interface could also be used to determine if a robot is even capable of a certain action. IE:

Code:

#include <string>
#include <map>
using namespace std;

class ScriptingInterface {
public:
    ScriptingInterface(string robotZip); // This would read in the robot actions,
          // etc from the file, storing them in something like an accociative
          // map (the STL has this all ready for us, so it would be easy)

    bool grabBall(bool canDo = false); // If canDo was false (which is the
          // default here), then it will attempt to grab the ball. If it is true,
          // then it will return a true or false depending on whether or not
          // this robot is capable of performing this action.
    // Similar functions to grabBall...
private:
    string robotSciptFile;
    map<string, Action> possibleActions;
};

class Actions {
    // I don't want to think about it right now, but this class would be able
    // to store a sequence of actions (in some sort of vector/array?) and
    // play them back on the robot.
};

Yeah, all the said, I was bored, so I thought I'd say it... :D

On the DLL note: Would the DLL include the AI robot software? I assume so, otherwise it doesn't do us much good.

Tytus Gerrish 29-07-2004 12:49

Re: [FVG]: Included Bots
 
i can send you cad drawings of Swampthing when i get my internet at my house back

Astronouth7303 29-07-2004 13:36

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Ryan Morehart
On the DLL note: Would the DLL include the AI robot software? I assume so, otherwise it doesn't do us much good.

If the robot supports AI. We feed iRobot class OI info, and iRobot modifies it's position and posture.

Jeremiah Johnson 31-07-2004 21:12

Re: [FVG]: Included Bots
 
Ok guys... I would like to see 648's robot in this game... there are not real good pictures... but I could make an attempt at modelling it from memory... I prefer to use Maya 6... is that going to be a problem? Also... all I really know how to do is model... I dont know how to add joints, ect. Also, skinning the model will be tough... if you havent noticed.. I am new at the 3d imaging... I'm in training for next year.. maybe.

Hey.. if you can.. my email is Aggresive05@aol.com

Max Lobovsky 31-07-2004 21:43

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Astronouth7303
Unless you can write the scripting engine, the current plan is to use DLLs.

Just another one of the many reasons I suggested using the Unreal engine... Does Crystal Space really offer no none compiled format for adding function to stuff? I'd imagine something designed as a general purpose 3d engine would definitely have a scripting system.

Astronouth7303 01-08-2004 15:48

Re: [FVG]: Included Bots
 
In case you forgot, there is one (and only one) reason we did NOT pick Unreal: $$$$$$$$$. Maybe at some point in the future, we can create a different version using Unreal. But until then, CS is here.

What I had wanted to do (originally) was write an engine that would take the original source and run it. The problem is, We'd also have to figure out how to connect FRC outputs to robot movements. A DLL is the most flexible way to do things, though the object model is going to need some work. A template will be released.

Timothy D. Ginn 01-08-2004 15:49

Re: [FVG]: Included Bots
 
Are the Inventor award submissions still available on Buzzsaw?

If so, why not take a look there for CAD models?

The 1006 bot is available at:
http://www.portperryrobotics.ca/extr...or-award/2004/

Mike Ciance 01-08-2004 17:24

Re: [FVG]: Included Bots
 
that robot model is INSANELY high-poly, and would probably have to be almost totally redone. we want this game to run smoothly on most computers. we would remodel it if we used it.

Timothy D. Ginn 01-08-2004 17:31

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Mike Ciance
that robot model is INSANELY high-poly, and would probably have to be almost totally redone. we want this game to run smoothly on most computers. we would remodel it if we used it.

Yes, it is. I think you're going to find that for a lot of the Inventor models, though. I suppose it's a step up from pictures, though, because if you end up remodelling, at least there's dimensions to go by.

Mike Ciance 01-08-2004 21:01

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Timothy D. Ginn
Yes, it is. I think you're going to find that for a lot of the Inventor models, though. I suppose it's a step up from pictures, though, because if you end up remodelling, at least there's dimensions to go by.

very true

mtrawls 01-08-2004 21:49

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by Max Lobovsky
Does Crystal Space really offer no none compiled format for adding function to stuff? I'd imagine something designed as a general purpose 3d engine would definitely have a scripting system.

A cursory glance at the online documentation reveals this: Scripting languages. Also, I'd suggest you not be beguiled again.

Pat McCarthy 14-08-2004 13:33

Re: [FVG]: Included Bots
 
I would like the HOTBOT in the game, I'm getting clearance right now to submit the files, cause my team is like that...

Also, I have both inventor files (a ton) and a 3ds max file of the '04 robot, but my 3ds max trial period expired and I have no clue if that file is even useable.

-Pat

Ryan M. 14-08-2004 14:01

Re: [FVG]: Included Bots
 
Quote:

Originally Posted by PCPat
Also, I have both inventor files (a ton) and a 3ds max file of the '04 robot, but my 3ds max trial period expired and I have no clue if that file is even useable.

The trial versions files will open just fine in a full version. :) Thanks a lot!


All times are GMT -5. The time now is 00:08.

Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi