Robot Tennis #3

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
608 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Mar 2, 2008

Another week, another re-write.

After the objects started to move too fast, the previous collision algorithms started to render unrealistic trajectories. It even missed a few hits altogether, allowing balls to quantum-tunnel through the racket every now and then...

The new collision module is based on some galactic evolution code I had laying around. It was a bit of a struggle to hack it in there, but it seems to be working.

The positions of objects are now tracked via an improved Euler method (prev just a simple Euler), forces are allowed to be non-linear, and upto approx 1 million objects can be tracked and rendered at low res at around 10 frames per sec.

So I'm set for modelling a room full of superballs!

This vid shows the modified code and some close-ups of the collisions -- just to check they look good (and no ball sinks too far into the racket or floor before it's detected as a collision).

The 'bot s/w has also been adjusted to "return" the ball instead of just block it -- as in prev vids.

The next step will be to get the think to serve the ball to a specific square. And then try to return an incoming ball to a selected square.

Some of the logic for these latter things is already in place and roughly tested.

Category:

Science & Technology

Tags:

License:

Standard YouTube License

  • likes, 1 dislikes

Link to this comment:

Share to:
see all

All Comments (0)

Sign In or Sign Up now to post a comment!
Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more