|
|
|
![]() |
|
|||||||
|
||||||||
|
|
Thread Tools |
Rating:
|
Display Modes |
|
#13
|
||||
|
||||
|
Re: First Official 2012 Game Hint
Could the "Very high speed" of the counter not refer to how many times it can count in a second but its response time to a change of input? I am not sure exactly how it works, but the high speed may just mean that whatever triggers the sensor (probably photogate) is only blocking the photogate for a short time, meaning that it is small and/or moving fast.
Even launching a few balls into a goal a second is "fast" from the game prospective, but is nothing for a computer (and the parts list had LAN adapters that enabled direct IO, I believe somebody posted.) There must be some reason for FIRST to add extra circuitry between the computer and the sensor. If the network is not fast enough to register a goal with whatever sensor it is, the adding of a "quantizing" counter between them would eliminate this problem. People said that in Aim High the counters were unreliable, does anyone know why? was it a speed-of-signal-pulse issue? If used like this, this part seems like it would probably have been inserted as a tweak as the GDC played and tested (and figured that it wouldn't work well without it). I can see it happening. photogate input: . . . . . . . . . . . . . . . . . . . ._____/\__________ Time the network is looking for a response (when high): ----____----____- it would not be recorded because the pulse happens when the network is not listening with the "quantizer" photogate input: . . . . . . . . . . . . . . . . . . . ._____/\__________ signal to network: . . . . . . . . . . . . . . . . . . ._____/----\______ Time the network is looking for a response (when high): ----____----____- this time the signal and the async time the network is "looking" line up, so there will be a score detected. |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|