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Messages - cjbruce

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581
Agreed.  Once we have some time to look at the painter again, the metalness/smoothness problem will disappear with a good paint job.

For now, you should be able to apply paint to faces.  Once applied, I believe the painted objects should have zero metalness and should not be smooth at all.  I haven’t checked this recently though.

582
Alrighty, back to civilization.  Working on a build that is mostly bug fixes:

1. Blur cylinder collision response should now work correctly in all cases.  When a spinner hits something at high speed, action/reaction impulse should be applied correctly to both the spinner and its target.  Damage is just a placeholder, and will be replaced as we put the new damage system together.

2. I figured out and solved the problem with blur cylinder opacity.  Spinners should look much more believable now.

3. kix and codesilver23, is there anything else that needs to be fixed in order for you guys to run tournaments?

583
Honestly id say, ditch the material tilt and keep it all the same. Maybe different material characteristics?
Like Poly having no sparks on impact, Titanium having more sparks than other materials, and steel being more shiny

What do you mean by the material tilt?  Are you referring to ignoring the angle of impact?  I would like to keep it in for now.  I think it might add a certain level of strategy to try to catch the edges of your opponents.

We have not yet begun to sparks! :smile:  Once we have a good damage system in place, we absolutely intend to add more sparks than would happen in real life.  Sparks are awesome!

Plastic = no sparks
Aluminum = no sparks
Steel = yellow sparks
Titanium = white sparks

584
Will both get gamage, if a spinner hits a wedge?

That’s a great question.  In general I try to start with a good physical model, then simplify the variables so it is easier for everyone to grok.  Here are my thoughts on spinners vs wedges:

A. When a spinner hits a surface, its ability to “dig into” the surface for a “good hit”, causing damage and impulse, is based on the amount of bite x the “directness of the hit”.  A wedge at a glancing angle will make it very difficult to get a good hit.  The wedge will slow/stop the spinner which will then bounce upward.

B. When a spinner is hit with a component of the force parallel to its axis, it can put a really nasty torque on the bearings.  In our school competition, I watched a big heavy steel hammer spinner break all of its own supports upon impact with a well-built wedge.  Everything tilted off-axis upon impact.

The build I’m getting ready for release models A but not B.  Is it enough that a wedge just stops a spinner from rotating?  I dunno.  Lets get the build out and try it.  We can always add damage later.

Also, just to be clear: If the spinner catches the edge of the wedge, it will register as a good hit, sending the robots flying and doing damage.

585
Thanks for all of the comments, guys!

No ability to upload yet, but here's what I've come up with in the last few days on vacation:

1. Spinner impulse is working correctly in a physically realistic way.  Spinners now apply action impulse to other objects, launching them and getting kicked backward in the process.

2. I took a first cut at spinner damage based on kinetic energy.  I haven't done any tuning yet.  If you hit an enemy, they take the damage.  If you hit a wall or the floor, your own spinner takes damage.

3. Spinner on spinner collisions are not handled yet.  I need to think about this.

Anything else before I get back to civilization? :)

PS - This next build will also include our first cut at chassis armor plates.  Visually, at least.

586
I don't want to sound like a dick, but it sounds like you guys would relly benefit from better/more testing before releasing a build. It seems like there's a lot of these bugs that are apparent within a few minutes of gameplay that could be caught before release.

I appreciate that, and I just wanted to say that we are trying our hardest to screen bugs before you guys see them.  Overall, I think it is better to get the builds out on a semi-regular basis, rather than trying to create perfection and never releasing anything.  It can be frustrating though!

Thank you for sticking with us as we continue to create new bugs... *ahem* features!

587
Just now got to play the new update, and I honestly feel a little underwhelmed. Don't get me wrong, I think that you guys made some great improvements, but I feel like the weapons don't do anything now, especially the spinners. Personally, I want to see the spinners knocking it's opponent around, not glance off it or stop spinning after contact.
As for the flippers, they are perfect.

I’ve been looking into that.  This morning I found a bug in the spinner collision logic that caused the action impulse to act on the spinner, rather than on the target, causing the net force on both bodies to be zero.  This is why spinners have no pop. 

Fixing soon!

588
Yeah we've pinpointed the cause of the bouncing motor bug just trying to get a fix on it now. Gamedev is basically just making cool new features that randomly break the other ones :beer:

I found the root causes (2) this morning.  The fix is fairly straightforward.  The collision response should only occur when two conditions are met:

1. The spinner is rotating faster than a threshold RPM.
2. The spinner has rotated more than 2 revolutions.

Fix should come when I can get decent internet access.

589
Once again love the new build.  It fixed the aforementioned glowing material glitch.

Anyway, I think I found the cause of the bouncing hammer bot glitch.
When a bot has a weapon is driven with an electric motor, the game spins the weapon, even when it's off. (invisibly or something).  The weapon hits the ground, and causes the robot to bounce.
Sauce:  I tried to make an electric Complete Control bot.  The upper arm didn't cause the bounce, but the lower one did.  Two test bots later and we reached the conclusion.

Drat!!!  I didn’t make any changes that would have affected the glowing material!  I hate the way Unity batches materials together!  So performant, yet so frustrating to get working...

You are spot on about the cause of the hammer bouncing.  The blur/collision cylinder should not be added to hammers, but for some reason it is, and I can’t seem to replicate the problem when I build stuff in the botlab.  Would you mind sending me a .RR2Bot file that has the problem?
 [ Quoting of attachment images from other messages is not allowed ]

Awesome!  I’ll take a look...

590
how do u pan the botlab camera

On a laptop, hold down the shift key and use the trackpad to rotate the camera.  This one was huge for me.  Thanks @tashic!

591
Once again love the new build.  It fixed the aforementioned glowing material glitch.

Anyway, I think I found the cause of the bouncing hammer bot glitch.
When a bot has a weapon is driven with an electric motor, the game spins the weapon, even when it's off. (invisibly or something).  The weapon hits the ground, and causes the robot to bounce.
Sauce:  I tried to make an electric Complete Control bot.  The upper arm didn't cause the bounce, but the lower one did.  Two test bots later and we reached the conclusion.

Drat!!!  I didn’t make any changes that would have affected the glowing material!  I hate the way Unity batches materials together!  So performant, yet so frustrating to get working...

You are spot on about the cause of the hammer bouncing.  The blur/collision cylinder should not be added to hammers, but for some reason it is, and I can’t seem to replicate the problem when I build stuff in the botlab.  Would you mind sending me a .RR2Bot file that has the problem?

592
It's only a result of the new build

That's great news!  It gives me a pretty good idea of where to look.  I have some bugs with this build that are manifesting differently on my laptop, but I think might have the same root cause and/or the same fix.

593
I sucked it up and used the last of my cell phone data to upload an "unbreakable flipper" build on itch.io.

https://robot-rumble.itch.io/builds

RR2-Windows-23July2019-Alpha-Build.zip
RR2-Mac-23July2019-Alpha-Build.app.zip

Let me know if this does the trick!  If not, I apologize.  I'm out of cell phone data, and will need to wait for a few weeks until I return to civilization and high speed internet service.

594
Robot Rumble 2.0 / Re: RR2 AI Tournament
« on: July 24, 2019, 09:48:50 AM »
Well... probably shoulda waited for the new update to have posted this tournament. The tourney will be canceled, and I will be starting a new one. I will be allowing 3 bots per person, so make them count, and make them awesome!

So sorry about that!  Send me a PM, and we can coordinate the build schedule vs the tournaments.  I want to make sure you guys get a chance to play!

Also, AI is in need of some love, but won't get any until we have the new damage system in place.  Right now robots drive at each other, which works well for spinners and wedges, but not so much for flippers and axes.

Edit: I'm sucking it up and using the last of my cell data to upload an "unbreakable flippers" build for kix's tournament.  I'm not sure if it affects you, but hopefully the new build will be up shortly.

595
Okay, so apparently, UHMW and/or Poly stuff breaks graphics. Thats why gulden gets that effect (and other people incl arcane and me)

Also materials like steel and aluminium have a blue-ish tint

I don't know why it took me this long to ask, but:

Is the problem with the weird white glow around UHMW and polycarbonate a new problem with the July 19th build, or has it existed all along? 

In the July 19th build, I made very few changes that would have affected how materials are displayed.  If it is new problem, that is great because I have a pretty good idea of where to look to fix the problem.

596
I built a hammer - bot. In the test Arena it's fine, but in battle it's bouncing all over the place.
  [ Quoting of attachment images from other messages is not allowed ]

Weird.  It should behave the same.   Does it start bouncing immediately, or after you fire the weapon?  Also, what kind of motor are you using to drive the weapon?

597
Epic speeds here
(Image removed from quote.)

Also, does anyone have featherweight spinner data that I can use to calibrate the air drag model for featherweight spinners?

Same question for beetleweights.  Does anyone have real life beetleweight spinner data?

598
Epic speeds here
(Image removed from quote.)
Also seems that if i spin the weapon downwards, it will act like its spinning upwards which is weird. Will post a vid when i have time

Wait a sec.  Were you referring to the impulse being in the wrong direction?  That shouldn’t happen.  If so, its a bug.

599
Epic speeds here
(Image removed from quote.)
Also seems that if i spin the weapon downwards, it will act like its spinning upwards which is weird. Will post a vid when i have time

I believe that might be the “wagon wheel effect” that occurs when the wheel is rotating faster than the screen refresh rate.  That’s why I made the blur cylinder.  The original mesh should fade out while the blur cylinder fades in, but I’m having trouble getting the shader to work correctly.  I haven’t forgotten about it, its just that I didn’t want the visuals to hold up the mechanics of how the blur cylinder works.

600
I'm going to have to wait on getting a fix out for a few more days.  I'm on vacation at the moment, and the place we are staying doesn't have wifi.  It turns out I don't have enough cell data to upload the fixes.

My priority for this fix is to make sure that people can run tournaments.  Here's what I have in mind:
1. Make it impossible to break things off other than spinners.
2. Otherwise, how does the damage system feel for now?  It is not at all physically based, but it needs to function well enough for tournaments.

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