Quote:
Originally Posted by EricH
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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This is not far off as you might think... We did ours part time in about a month with two programmers. Next year should be even easier, assuming the game is similar in ease of modeling as Overdrive is. I don't know about 1 week though! Maybe 1 week for a rudimentery 1st version for just driving robots around the new field and another week or two implementing new capabilities.
A lot of work could be done this year, because there is a lot that can carry over from season to season.
Quote:
Originally Posted by Bongle
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.
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Very good points. A lot of abstractions need to be made for a simulation to work, and some might find the abstractions too distracting to benefit them during build season. Some engines, such as HL2's Havok physics engine, are pretty dang close to real life, but as you point out, nothing made yet (at least that can run on a home PC) can replace real life in some circumstances.