Well…i brought something similar to this to my team last year, never finished it unfortunately. so, i figured i’d put somethin together for this year
its not done yet, but the physics are in place and all thats really left is making it user friendly to mod and start playing with different drive types, arms, features, so forth.
Capabilities:
Full integration of all obstacles/objects on the playing field
Dual-channel commands for 2 driver systems (as shown)
6 drive-shaft support (3 force applicators each side or whatever u want)
10 additional usable “joints” for functions in our imaginations
Generally handles at 210fps with over 80 moving objects on the screen.
Average poly count limit of 3500 (depending on your system really…)
Physics calculated: friction, viscosity(balls squish when proper force is applied and piping bends), torque, acceleration, gravity (yes you can change it ;p), mass (gravity wouldn’t be much without mass now would it?), collisions, misc other things nobody thinks about often, and soon to be heat tolerance. All will be exportable to an excel document for later analysis; test database ports range in size from 10kb to 1.8mb.
In progress (and well on their way too)
USB joystick support (sidewinders are useful for this one - 15-pin works too…but how many people have 2x 15pin ports in their box?)
Non-code intensive modding system (just assign the variables)
C and PBASIC(leftovers from last year) code parser for testing
Its Shockwave/Macromedia Director™ based and ColdFusionMX is my best friend on this one. Online based 2v2’s are coming…I’ll host a server when I get it running (peer to peer is a pain in the rear because I’m too lazy to go and code another xtra just to do it…the physics for this are bad enough ;p)
Well, heres the link, and go ahead and enjoy
USFirst Simulator 2004
Oh btw…yes…the bot is a box…why? because i didn’t feel like shoving anymore graphics onto an alpha test
And yes, I know there are field objects missing (like this is a hard problem to fix…) the core program is literally an engine - pseudocode generates the objects on the level itself for easy modification.
Controls: (temporary joystick for drive only)
the drive operates independant of the chassis
Q W E
A – D
Z X C
Left/Right arrows - rotate chassis for positioning
Up/Down arrows - when stationary, these will pop the respective front/back sides of the bot (based on drive angle, not chassis) off the ground in order to climb the stairs (or you could use tires/treads but I’m just showing off the physics now ;p). Be fore-warned, the up/down arrows have no restrictions for debug purposes, if you hold them down, your bot will continue to rotate, and eventually cart-wheel out of the arena only to return when you exit/restart the program ;p
Notes:
ctrl+click the red mobile goal to push it around a bit; debug tool
one of the purple balls (start clicking) can be clicked/dragged about to try throwing it into the closer of the stationary goals (yes, it will bounce off of each of the individual pipes properly). The mobile goals only work properly with the 2X ball atm so if you manage to get it up there, take a screen shot ;p
If you encounter any scipt errors, or any problems, please post them here or contact me other wise so that I may start fixing them.
email: craftgod@earthlink.net
aim: Fenrisul
back-up email: wind@xdtech.net
Oh yeah, one last thing…no Autodesk products were used in the making of this simulator, NEWTEK FOR LIFE!!! (and of course macromedia )
Till then, peace. (And keep building!)