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What is the best way to use a FRC game simulation?
Now that game engine technology has advanced greatly in the last couple years, it is possible that we can start seeing more 3d FRC game simulations in the 2009 season. Gaming engines such as Half-Life 2 have incredible visuals and physics in place that could be modded for the purpose and other free or cheap engines and tools have been developed that makes it easier then ever to develop games.
There are a lot of ways such a simulation could be used. How would you use it? Here are some examples why you might pick each of these options: A team-building activity
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Re: What is the best way to use a FRC game simulation?
I personally see this as useful for large teams, but for small teams it would take much more time then it is worth. It is an interesting idea, but I don't see my team using it any time soon.
EDIT: Why don't the percentages add up to 100%? |
Re: What is the best way to use a FRC game simulation?
What if...
someone made one during the first week or so of the season (ouch) and then made it available to teams, with a slot to put your own robot in? |
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Re: What is the best way to use a FRC game simulation?
Voted none of the above, for the "bad habits" reason. A sim would have to be nearly perfect in order to teach you optimal strategies for the real game. You could come away learning lessons, but those lessons could be corrupted by small omissions on the part of the programmers.
Also, I'm not sure there is a robust enough physics and simulation system available. For 2006, you would need to model soft balls very accurately, as the deform-ability of the poof balls were a key part of many team's pickup systems. For 2007 and 2008, you'd need to very accurately model inflatable objects. You'd have to model proprietary electronics and sensors such as the CMUCam and gear tooth sensors, since most teams run in teleop with some level of automation and forcing them to push vastly different sequences of commands than they would in competition would remove much of the benefits of practicing. I wish I could re-vote, I'd also vote "driver training", in that it could be useful in getting a driver used to operating a robot from a fixed position, but not for practicing the finer points of robot operation. |
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A lot of work could be done this year, because there is a lot that can carry over from season to season. Quote:
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Re: What is the best way to use a FRC game simulation?
Now, since all are pretty equal, you need to find a way to incorporate all of them together...
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Re: What is the best way to use a FRC game simulation?
If the control view was locked to only the driver station's point of view, then it would be decent driver practice. Add in lighting and AA and we might have been able to forsee the "blind spot" on the far side of the '08 field. Add in the ability to customize the controls to what the drivers use and I'd say it would give decent practice for the drivers.
Unfortunately, our team's drivers are also typically subsystem student leads. This works well in most cases since they know the limitations of the bot on the field, however they get less practice during the build season itself. All in all, a simulation would just add a visual correlation between the game pieces, field, robots, and the driver's point of view. Past that the usefulness in robot design becomes obscured since there's alot more that goes into detailed design than driving & strategy considerations. I still can't believe I got whooped 96-48 in that TYCTWD game >< |
Re: What is the best way to use a FRC game simulation?
I've always wanted to use a simulation to test code. I have a simulation that I am working on with a simple 6 wheeled robot and dynamic friction (static friction doesn't work yet). We found that our real robot exhibited a certain behavior, and I was able to pretty much see that behavior on my simulation (I believe that I would have been able to see the behavior more accurately if static friction worked in my model). What I want to do next with it is to write some software encoders for the bot and maybe a gyro or so and then program in PID loops or other more hackish solutions to see if that would fix the handling problem. And maybe test out Autonomous mode.
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While it may be possible for one simulation to cover all of these uses, the likelihood would be that it wouldn't do any one of them exceptionally well, and you may find yourself biting more than you can chew during development. So it would be better to focus on one or two of the possible uses, and make the simulation very good for those uses (this from a wise Systems Engineer who is also the godfather of our project). Quote:
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Re: What is the best way to use a FRC game simulation?
Lachoneus8,
Did your team release your simulation to the public online somewhere? It looks like itd be pretty cool to try out. Brando |
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Right now we are mostly focusing on events local to some Lockheed Martin sites (which of course are pretty much everywhere). We have one possibility in Atlanta and another in Baltimore (both in June). We do the full setup, 6 computers and two plasmas. About the subject though, it looks like next year we have the possibility of having different simulations which cover all of the uses listed above, if current ideas are built upon and updated for next season. There's the Half-Life mod, the recently released flash game, AustinSchuh's driving/autonomous sim, and 5th Gear, all of which approach simulation from a different angle. Pretty exciting. |
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