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Messages - cjbruce

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861
It's Nightmare!

Diggin' it!  I can't wait until we can get texturing working.

862
Nice game!! It's so addictive and here are some of my suggestions.
1.Maybe it can be added something like weapon designing. Build the shape of the blade, the var, the flipper and the axe etc. whatever we like, and choose the material to attach to their weight. I think it could be of great fun. Also the paint job should be various as well so players can create their own best-looking robots.(such as typing words in different shapes)
2.The spinners should be more powerful, it's always embarrassing to see Carbide ripping Original Sin apart and then died incredibly.
3.When a robot end up with no life, it might be more real if it stops moving and been counted down, with the other side spinning around.

Thanks for the input!

1. In progress! :) - The BotLab's shape designer will be capable of making shapes for anything: chassis, weapons, etc.
2. This should be fixed in the next build.
3. Will do.  I haven't worked on this yet.

863
I would suggest that the bottleneck for the Acer laptop is the integrated graphics, not the CPU for this particular workload

Considering it scored 1483 (vs 16839 for my MacBook) on the OpenCL GPU test, you are probably right.

864
I would be curious to see how a Windows computer with a Geekbench single CPU score around 2400 performs.  Any takers? :)
I have a Surface Book with i7-6600u. Can't really find an accurate score for it but I can benchmark for you.
I could also throttle down my desktop if that helps.

https://browser.geekbench.com/v4/cpu/search?utf8=✓&q=Surface+Book+i7-6600u

It looks like the Surface Book is running around 3400 for a single CPU score.  I'm thinking it should run the game at a solid 60 fps, but it also has a high resolution screen, which might bring GPU fill rate into play and slow things down.

865
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

It's an Acer Aspire ES1-512 (2015 or 2016) with 4 GB of RAM
The processor is an Intel Celeron N2840 if any of this helps
Yeah well there's your problem. You can't expect a 3 year old celeron (with no dGPU) that was weak when it was released to play basically any 3-D game released in the past decade or more. Not an issue with the game I'm afraid. Try it on a desktop if you have access to one.

It is good to know though.  @Olister92, thank you for sharing!

I am toying with the idea of supporting really old hardware.  This comes with other advantages, like being able to throw unlimited numbers of robots in the ring together.  Right now I am tweaking everything for two robots, and am pushing physics to the maximum.

If we were willing to give up a bunch of physics fidelity by going to a "magic mobility" system where the forces on an object are drastically simplified like in RA2, we could get by on RA2-like hardware.  I'm not convinced that it would be worth it though.  The current high-fidelity physics should be able to handle arbitrary shapes created in the BotLab.  If you want a pneumatics system, you build it from scratch.  All of the hinges and sliding joints are modeled individually.  You couldn't do this in RA2, where everything was made of prebuilt components.

For future reference, here are the Geekbench 4 scores for my MacBook Air.  It turns out it is an early 2014 model, not a 2013.  I am shooting for frame rates around 60 fps, with occasional dips to 30 fps.

MacBook Air (11-inch Early 2014)
Single-Core Score: 2428 (this is the one that should matter, as physics is running on one core)
Multi-Core Score: 5026

On Geekbench 4, the Acer Aspire ES1-512 laptop is averaging around the following:
Single-Core Score: 1200
Multi-Core Score: 1800

@Olister92, the Geekbench scores seem to corroborate the low frame rates you are seeing.

https://browser.geekbench.com/v4/cpu/search?utf8=✓&q=Acer+Aspire+ES1-512

I would be curious to see how a Windows computer with a Geekbench single CPU score around 2400 performs.  Any takers? :)

866
threw the link over to my buds at ARC and one of them discovered that if you have a bot on the very top of Eruption's flipper and fire it, Eruption will explode. he was able to reproduce it pretty consistently.

Nice catch!  I will definitely take a look at this.

I think I just fixed this one, but we will have to confirm in the next public build.

867
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

It's an Acer Aspire ES1-512 (2015 or 2016) with 4 GB of RAM
The processor is an Intel Celeron N2840 if any of this helps
Yeah well there's your problem. You can't expect a 3 year old celeron (with no dGPU) that was weak when it was released to play basically any 3-D game released in the past decade or more. Not an issue with the game I'm afraid. Try it on a desktop if you have access to one.

It is good to know though.  @Olister92, thank you for sharing!

I am toying with the idea of supporting really old hardware.  This comes with other advantages, like being able to throw unlimited numbers of robots in the ring together.  Right now I am tweaking everything for two robots, and am pushing physics to the maximum.

If we were willing to give up a bunch of physics fidelity by going to a "magic mobility" system where the forces on an object are drastically simplified like in RA2, we could get by on RA2-like hardware.  I'm not convinced that it would be worth it though.  The current high-fidelity physics should be able to handle arbitrary shapes created in the BotLab.  If you want a pneumatics system, you build it from scratch.  All of the hinges and sliding joints are modeled individually.  You couldn't do this in RA2, where everything was made of prebuilt components.

868
In addition to the glitches that Badnik mentioned there's also some kind of glitch with Eruption's self righting when controlled by a player. It tends to glitch out and launch the bot around and usually out of the arena even from the opposite side of the ring.

Gonna echo Badnik's praise though. This is the first build I've played of the game and the combat is already fun and addictive as hell. The botlab looks incredibly promising too. Will be watching how things develop extremely eagerly  :thumbup

This has been sitting on the list of stuff to fix for a while, but got buried when I was working on the new immobility timer.  I am thinking a 1-second delay before self-righting should work...

869
threw the link over to my buds at ARC and one of them discovered that if you have a bot on the very top of Eruption's flipper and fire it, Eruption will explode. he was able to reproduce it pretty consistently.

Nice catch!  I will definitely take a look at this.

870
I downloaded this yesterday, but couldn't get it run properly. It's fine in the menus but when I enter a battle I get huge amounts of lag (like 2 seconds after I press a button) is there a simple fix for this?
What I did manage to play I thought it was pretty fun and the physics were pretty realistic and I'd love to see this continue in future

Thanks for the feedback!  I am curious as to your system specs.  I have been tuning combat to run between 30-60 fps on a 2013 Macbook Air laptop with 8 GB of RAM.  The game is CPU-limited on my laptop, with physics taking the vast majority of the CPU time.

871
I feel like the force curve on Eruption's flipper is a bit off, I think maybe either the force is applied over too long a period, or maybe the force doesn't peak quickly enough (awful pic below to explain what I mean), both leading the flipper to feel a bit unsatisfying and unrealistic. That and Eruption's flipper is very inconsistent; sometimes feeling barely less anaemic than before and other times exploding like the gif Guldenflame posted above, or sometimes behaving in a way anywhere between those two extremes. I personally think it would be a good use of time to polish the feel of eruption's flipper and iron out the explosion bug, even if Eruption is not long for this game, as I'm sure it would serve you well if you chose to create another AI flipper or a component that allows the user to create flippers in the botlab.

Awful pic:
 [ Quoting of attachment images from other messages is not allowed ]

Right now the pressure in the pneumatic cylinder is computed based on the Ideal Gas law, using the volume in the gas lines, buffer tank volume, and volume in the cylinder.  The pressure starts at a maximum value and then drops inversely proportional to the increase in volume as the piston slides out of the cylinder:


// currentPressure is measured in PSI
currentPressure = massRatio * Mathf.Max (minimumOperatingPressure, operatingPressure * (volumeInGasLines + bufferVolume) / (volumeInGasLines + bufferVolume + crossSectionalArea * strokeLength));

I think the erratic behavior might be due to the fact that the piston was set to "discrete" collisions, rather than "continuous dynamic".  I'll switch this and see if it affects anything.  Although I like the idea of the Ideal Gas model, I have a lot of room to cheat the system to get it feeling better.  In the end the most important thing is that it feels right, so I will keep working on it.

872
The new build is now available for download:

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

873
Note that we will most likely be removing Eruption, Carbide, and Original Sin from the game, as they all have restrictive licensing agreements.
What's the chance you can leave in "Generic Bar Spinner", "Generic UK style Flipper" and "Generic 4WD Wedge bot"?

We are looking to create a bunch of all-new robot designs that don't infringe upon any existing IPs.  If anyone has any of their own IRL robots that they would be willing to send photos of, we might just be able to put them in the game.

Aside from that, once the BotLab is working, we are hoping that you guys go nuts with your own designs. :)

874
Cant wait for the new build! any pics of the flail bot

Here's a low-res shot of D.B. Mk II vs Original Sin.  D.B. Mk II resulted when my students attached a flail to D.B..  It ended up working out really well in real life.  Its simulated version is, unfortunately, not as effective.


875
Looking very interesting! Any tweaks to weaponry (Eruption's flipper power, carbide's spinner speed etc)?

Eruption - The flipper is 4 times more powerful than before.  It is maybe a tad too overpowered, but it is more fun now. :)

Carbide - The spinner has always rotated way faster than the Nyquist frequency of the screen (nominally 60 Hz).  I spent a lot of time trying to deal with this by adding things like motion blur and adjusting the visual representation of the spinner vs the physical simulation, but in the end, I think the solution is simple: sparks.  With sparks you know when the spinner hits.

Note that we will most likely be removing Eruption, Carbide, and Original Sin from the game, as they all have restrictive licensing agreements.  D.B. ad D.B. Mk II are both based on student work, and @AnarchyFox is currently modeling "Ballerina", a drumbot that was fairly successful in our student competition last year.  Ballerina won't make it into this build, but should be available in the next one.




876
We have a new build coming sometime in the next day or so!  One of the biggest things in this build is a completely revamped UI.  We are still frantically trying to squash bugs before we put it out to the public, but will get it to you guys as soon as we can.

While I have some time this morning, I wanted to put together a detailed list of things that are coming in the next build:

[Additions]
New UI - We are in the early stages of a complete UI overhaul.  So far we have touched the “Battle” menu and the in-game "Pause" menu.  Nothing is final yet, as this is the first iteration and we are having a lot of internal discussions about what needs to go where.
BotLab Help Menu - We now have a working help menu.  If you are stuck and can’t figure out what to do next, please give the help menu a try!
New Sumo Basho Arena - The old arena suffered from some bizarre physics bugs and z-fighting.  The new one is a lot cleaner.
D.B. Mk II - This robot is a thwackbot with a chain flail.  We are having trouble with the chain physics.  If we can’t figure out how to make the chain simulation more stable, it is highly likely that it will be removed from the game.  We included it here because it is fun and funky and would be a shame if it didn’t see the light of day at least as a prototype!
Arena Spinner (currently in the Warehouse arena) - The arena spinner is deadly!  One hard hit will send a robot flying out of the Warehouse.
Individual Immobility Timers - Timers now hover over individual robots.
Sparks! - Carbide and the arena spinner both emit sparks on impact.

[Changes]
Physics - We have done extensive tweaking of physics in order to increase the turning and spinning speed of robots.  Angular velocity of robots is no longer capped at 7 radians/second (a little over 1 revolution per second).  This has caused some instability issues that we will need to iron out through testing.
Deferred Rendering Pipeline (Graphics) - We switched all game cameras from Forward Rendering to Deferred Rendering.  This should allow for more lights in the scene, but comes at the cost of lack of compatibility with older devices.  Since we are targeting desktop, this should not be an issue.  The change has also allowed for much more consistent HDR lighting across scenes.
Bloom (Graphics) - Toned down the bloom effect in the postprocessing stack.  If it is still too “bloomy”, please let us know!
Motion Blur (Graphics) - Removed motion blur entirely.  We included motion blur in an attempt to provide an indication of how fast Carbide’s blade is actually spinning, as it is currently subject to the “wagon wheel effect”.  Unfortunately, motion blur made everything else look grainy and terrible, and it induces nausea for some players, so it was removed.
Lighting - After switching to deferred rendering, it was necessary to recalibrate lighting for every scene.

[Removals]
Old Sumo Basho Arena - The old Sumo Basho arena has been removed.
Over-The-Shoulder Camera - “Over the shoulder” cameras have been entirely removed.  Because robots move so quickly, it was nauseating trying to drive a robot with the over-the-should camera.

Here's a shot of the arena spinner in action!

877
Good to hear, will there be any tweaks to Eruption's flipper in the next build? That's what I'm really looking forward to!

Yup!  Way more powerful, with a much improved range of motion.   :smile:

Please keep in mind that Carbide, Original Sin, and Eruption only exist in these early development builds.  We don't have permission to use them in the final game.  Right now we are using them to prove out the physics and AI tactics, and we have the goal of being able to build and test a solid functional replica of a wide range of real-life robots in the BotLab.  All of the parameters for a CO2 flipper should be tweakable in the BotLab, such as hinge range of motion, piston diameter, stroke length, buffer tank volume, etc.
Great to hear! Another question, are you planning on having AI bots be part of the .exe of the game (like how it is now) or separated out into their own files, like how RA2 does it?

Since RW is dead now, if you ask nicely you might be able to get permission from the builders of at least Eruption and Carbide to use their bots, maybe after a rename/recolour to avoid copyright issues w/ Mentorn. I know the builder of Eruption used to post on GTM pretty regularly so I'd be surprised if he were against the idea. Just thinking since it would be a shame for the work that's gone into modelling and implementing these bots to go to waste.

@tashic has a preliminary format worked out for saving robot designs to a text file.  Right now it is just the shapes, but eventually will need to be expanded to include things like textures and AI.  The file is all human-readable, but much of it is vertex positions, so not particularly interesting.  I'll let him give more details. :)

We haven't nailed down an architecture for saving everything about a robot yet.  I am hoping to make each robot atomic, with a file describing the robot + another few files for textures.  We haven't talked this through, and there is a ton of work left to do to make this happen.

Wow!  I had no idea about Robot Wars!  This is what I get for living on the wrong side of the pond.  I think you are right though -- if we are going to keep the interest in robot combat going, we need to make a concerted effort to engage the most successful teams.

878
Good to hear, will there be any tweaks to Eruption's flipper in the next build? That's what I'm really looking forward to!

Yup!  Way more powerful, with a much improved range of motion.   :smile:

Please keep in mind that Carbide, Original Sin, and Eruption only exist in these early development builds.  We don't have permission to use them in the final game.  Right now we are using them to prove out the physics and AI tactics, and we have the goal of being able to build and test a solid functional replica of a wide range of real-life robots in the BotLab.  All of the parameters for a CO2 flipper should be tweakable in the BotLab, such as hinge range of motion, piston diameter, stroke length, buffer tank volume, etc.

879
@Ra2Winner999
Please don't make multiple posts in a row. Instead, edit your previous post and add whatever you want to say onto it.

@cjbruce
I don't mean to be pushy, but is there an ETA for the next build's release? I'm really looking forward to it.

Our school is on spring break next week, so I'm hoping to have a good solid chunk of development time in the mornings and to release a new development build sometime during the week. 

In the past few weeks @tashic has been working on putting together the beginnings of a help menu, and I have been cleaning up the driving dynamics.  @Anarchy_Fox modeled up D.B. Mk II, a thwackbot with a chain flail that should be really exciting to drive ("spin to win!"), and I have been trying to get its spin speed up to the point where the 2 kg metal cudgel at the end does damage.  Right now all it does is bounce off its opponents without doing much.  It should be more like a cheaper, less effective version of carbide with a much larger effective radius.

The latest and greatest build will always be available on itch.io at https://robot-rumble.itch.io/builds

880
Good game, but fix and simplify the bot lab. Make a mobile port too please! I would love to play on the go.

The BotLab is our biggest push right now, in addition to cleaning up the physics for each robots.  We are tuning dynamics, and once with have dialed things in we will need to figure out how to translate all of the hand-built stuff into the BotLab.

A mobile port is firmly in the "nice to have" category until we can get a solid version up an running for Windows/Mac/Linux.  Rethinking everything for mobile will take some work, and our team is pretty small.

That being said, here's a video of me fighting an AI robot on an iPhone 7 Plus:


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