Huge feature, but somehow allow importing custom CAD files.
Did you use the launcher script on the blue ball, or did you somehow use it on the robot? What I did was put my launch script on the blue ball and moved it with the bot and then shot by using addrelativeforce to te ball.
I attached the launcher script to the robot because that made made more semantic sense to me, but I don’t think it makes a lot of difference. In either case, I think you want AddForce rather than AddRelativeForce because the direction of the force on the ball is dictated by the orientation of the robot, not the orientation of the ball.
Hmm, maybe I’ll fork this and add swerve drive robots.
I already made a 2D swerve game that I can borrow code from.
Swerve 4 lyfe bro. If you can do this, that would be amazing.
Have you made one for Recycle Rush?
Lol
Do you have a link to it?
The Unity Web Player isn’t working on it.
Works in IE, but not chrome.
No idea why… but I had heard something about unity not working in chrome anymore or something like that. 
FWIW, it seems to be working in FireFox as well.
Sorry, no. New team + new job and I didn’t have time. Hopefully next year
Thanks to the Rembrandts for making one.
It’d be really cool to see the best robots from 2014 in this simulation and have AIs run them and see how perfectly the game could be played.
Does anyone know how to change the joystick axis’s for the controls?
There’s no way to do it in the web version. Use the downloaded version; click the Input tab on the initial splash window.
Have you thought of talking to Autodesk? They too were trying to make a game like this and i bet they would want to take a look at this.
I haven’t - I guess I assume that Autodesk could do better than what I was able to do in a week. Was there somebody particular at Autodesk that was talking about wanting to create a game simulation?
Hopefully this would more easily allow a CAD import function like Brian suggested.
What Autodesk had at the PNW champs was just a field and 1983’s robot that could drive, and they were looking for people to help with the project over the summer. I was not able to get any info, but i bet someone that went to the champs may have something.
Autodesk also had a .stl to .fbx converter, but because of bugs they said it would beta next year i think.
Sounds like maybe it’s going to be a project for this year’s group of high school summer interns.
Creating a STL importer isn’t terribly hard - STL files already store data in polygonal format, so it’s directly usable in game engines. When I’ve played around with CAD import in the past, the two challenges have been 1) simplifying the models enough to be usable for real time graphics and especially in physics simulations and 2) annotating the CAD model with the appropriate joints and actuating forces. Having better access to the internal data inside Inventor could possibly help with both. I’ve tried using the Inventor API in the past, but it’s a bit clunky.
