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Unread 12-01-2010, 16:29
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Good Job!
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Unread 12-01-2010, 16:30
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Great Job! Happy to be your teammate.
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Unread 12-01-2010, 16:37
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Oh, I forgot to fully update the "Controls and Info" text document.

Shift controls the flippers.

And that was really the only thing I forgot!

EDIT: Okay, the file is now updated.
I could probably do another drive train (say, a mock omni drive or something), but I personally do not know Python, Blender's programming language. (yet...)
I may attempt to convert one of our robots to test such a system.
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Last edited by playbass06 : 12-01-2010 at 17:05. Reason: An update happened, and people requested various items. This edit was in response to said items of editing need.
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Unread 12-01-2010, 16:51
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Re: pic: Breakaway Field Mockup (now with a simulator!)

This is awesome, I just regret that it's blender, because I'd love to be able to interchange the robot with some of our 3D models from inventor

Has anyone been able to ELEVATE the car above the plane of the platform before the time runs out. If so, what was your method and did the bonus in points factor in?
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Unread 12-01-2010, 16:56
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Re: pic: Breakaway Field Mockup (now with a simulator!)

I hope our robot gets air like that little car does! Wheee!

A great tool to get a sense for what it might be like on the field. If this is what you can come up with in a few days, I wonder what it might be like after a few weeks.

On-line network play? Model and upload your own custom robots? Sheesh... we'd hardly have to show up for the competition.

Jason
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Unread 12-01-2010, 19:11
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Is it just me or is there an invisible wall preventing you from doing a Dukes of Hazzard out of the arena?
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Unread 12-01-2010, 19:25
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Great job. I'm really impressed my the amount of time it took you in order to do this.
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Unread 12-01-2010, 19:54
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Re: pic: Breakaway Field Mockup (now with a simulator!)

this is a great break from real robotics work... HOURS of fun... lol
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Unread 12-01-2010, 19:56
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Excellent simulation for such a short amount of time since kickoff. Any chance that the camera view options will be expanded upon? Perhaps a user controlled zoom or a middle option between the two existing ones.
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Unread 12-01-2010, 19:57
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Quote:
Originally Posted by Navid Shafa View Post
This is awesome, I just regret that it's blender, because I'd love to be able to interchange the robot with some of our 3D models from inventor

Has anyone been able to ELEVATE the car above the plane of the platform before the time runs out. If so, what was your method and did the bonus in points factor in?
Well, I decided to test that with our robot's inventor file. But after importing it into Blender, it had a lot of duplicate vertices, which totaled to over 300,000 faces. In comparison, the current car model in there is 94 faces. It might be simpler to just remodel the robot in Blender for a game-ready model.

Also, I didn't implement the bonus, for the reasons that the game really never ends, and after several tries, I couldn't get the car up there anyway.

An update will probably come later, but now I'm adding a few more camera angles, an overhead one, and a sort-of third person view (an automatic effect achieved by the Camera Actuator).
For visual effects, I may add some super-cool OpenGL GLSL shaders, but I would like to know how many of you actually have a graphics card better than an nVidia GeForce 6x series before doing that... (any lower can't use GLSL)

EDIT: Yeah... it breaks kind of hard... I'll put that down a bit. I had changed it to better deal with the gravity (I had to set it at -19.62, twice Earth's gravity, for realism), but it dealt a little too well. The car's suspension is also doubled, but that worked out well, while the braking did not. I am unsure at this point of how to do a "zoom" camera effect... (but I have an idea now...)
I did put the invisible box around it, just to keep things from flying out (including you), but that may be removed with a penalty system - if a ball goes out, it's returned midfield, and a point is deducted. My dilemma is figuring out how to get the game engine to identify who hit it out. This isn't a problem with just one robot, but if there is more (hopefully there will be) that will become an issue.
I got a book on Python, so I might be able to start using that for more complex logic, like AI! But not really soon, I mean, there is a robot to build...
And to the person who wondered about acquiring the field, I do have the capability to export it in .3ds, .obj, .dae (Collada), and possibly .fbx (not sure on that).
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Last edited by playbass06 : 12-01-2010 at 22:50. Reason: For the fun of putting something in this box. And updates.
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Unread 12-01-2010, 20:02
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Re: pic: Breakaway Field Mockup (now with a simulator!)

space bar=HARD break
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Unread 12-01-2010, 20:46
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Re: pic: Breakaway Field Mockup (now with a simulator!)

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Originally Posted by 1986titans View Post
I feel like starsky and hutch flying the car over the ramps! Good job and nice simulation!
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Unread 12-01-2010, 22:41
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Re: pic: Breakaway Field Mockup (now with a simulator!)

this is really great. this will provoke endless nights of playing
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Unread 12-01-2010, 23:11
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Would you be willing to release the source? I'm using Linux, so I've got all of the libraries and building from source would probably be easy.
Maybe you could open a FIRSTForge project for it. I'm sure more than a few people would love to help develop this as a group project.
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Unread 13-01-2010, 00:21
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Re: pic: Breakaway Field Mockup (now with a simulator!)

Quote:
Originally Posted by playbass06 View Post
Also, I didn't implement the bonus, for the reasons that the game really never ends, and after several tries, I couldn't get the car up there anyway.

An update will probably come later, but now I'm adding a few more camera angles, an overhead one, and a sort-of third person view (an automatic effect achieved by the Camera Actuator).
I was able to get the car up there (before the bumpers were added), and also can you add camera angles from all 3 driver stations (at some point)?

And, great job with everything.
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