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#16
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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.
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#17
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Re: [FVG]: Included Bots
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#18
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Re: [FVG]: Included Bots
Quote:
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.
};
![]() On the DLL note: Would the DLL include the AI robot software? I assume so, otherwise it doesn't do us much good. Last edited by Ryan M. : 29-07-2004 at 07:13. |
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#19
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Re: [FVG]: Included Bots
i can send you cad drawings of Swampthing when i get my internet at my house back
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#20
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Re: [FVG]: Included Bots
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#21
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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 |
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#22
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Re: [FVG]: Included Bots
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#23
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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. |
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#24
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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/ |
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#25
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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.
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#26
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Re: [FVG]: Included Bots
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#27
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#28
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#29
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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 |
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#30
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Re: [FVG]: Included Bots
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Thanks a lot! |
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