Game Development Community

Walking Vehicle Development Discussion

by Robert Brower · in Torque Game Engine · 08/24/2002 (8:19 pm) · 11 replies

Hello, I'm Robert. I'm working on a new kind of vehicle for my game project, a walking vehicle. I'd like to a development discussion on this topic and form a tiger-team of interested people who can work together to solve this problem.

There are 2 approaches to creating a walking vehicle that I am aware of.

1. You could create an animated character model and create a new vehicle datablock. It could
be done entirely in script I think.

2. You could create leg models comprised of various pieces and move them programatically.
This is kind of like what is done in the racing mod. The vehicle has 4 wheels.
Each wheel has a shape and a hub and a spring and these objects are moved programatically based on applied forces, etc.

See WheeledVehicle::advanceTime(), WheeledVehicle::updateForces(), and WheeledVehicle::extendWheels() in wheeledVehicle.cc.

There are pros and cons to both approaches. Let's talk about them. Although 1 is easier and faster to impliment, could you imagine if the wheels and shock absorbers in the racing mod didn't move up and down independently based on the terrain and applied forces? It would be like going back in time to the days of ATARI's Pole position Racing game. You just don't get the same physical and visual effects or realism. 2 is more complex, introduces more code, more mathematics and will take some time to develop and tweak to spec but the image in my mind is so much more real, so much more like the racing mod in that the legs of the vehicle will truly walk, with their feet touching the ground. There will be a spring in it's step and it will sort of bounce a little bit based on terrain and
applied forces like the wheels do in the racing mod.

I intend to, at first, create a bipedal vehicle like what was used in the star wars story line. Once the legs are understood and characterized and coded, it should just be a matter of adding them to any walking vehicle, just as wheels are to wheeledvehicles.

The body can be a box for all I care, BUT!!! The body will move up and down based on the overall springyness of the legs. for example, if you jump off of a ladder, your knees will buckle underneath you when you hit the ground. The ammount of buckling at the knee is a function of the springyness of the leg and the applied downward force of the body. To achieve a steadycam effect on the body of the vehicle with the feet gripping the terrain is the goal. With the right tweaking we can get the body to bounce up and down slightly like a horse and then 4 legged vehicles will be a snap.

If this sounds interesting and useful to you then I invite you to join me in this discussion. I hope to hear from you!

Robert

#1
08/25/2002 (2:37 am)
Aproach 2 is defnetly the way to go. Why? With larger "vehicles", using method 1, the "feet" will stick in or out of the ground if you run up to a hill or something. It gives problems and looks ugly.
So, the moving of the legs should be done in code and depend on the surface the thing walks on. Not an easy task, but the only way it'll look good.
Also don't forget this whole thing should be dynamic. So it should be able to have 2 to 8 legs. AND!!! not only side joints (spider) or human joints... but also reverse joint (like chicken legs). If all these things are taken into account, this new vehicle class could be used for anything from a horse, to a mech (even spider shaped mechs) or a giant turkey ;)
#2
08/25/2002 (4:30 am)
Could you not just replace the player model when he entered the 'vehicle' and then use the standard DTS animations for the walking etc.?

I think programatic 2(+!) legged walking would be mighty difficult to get looking good.
#3
08/25/2002 (6:52 am)
Best Approach, IMHO is to have a normal DTS animation (like the players legs) but have a blend between two different extreme angles (say 45 degree's up and down), which would animate the feet and balance centers.

That way, you animate the leg movements as per normal, but on slopes you have different foot placements and center of mass.

Of course doing some sort of kinematic thing would be cool too, but its really not necassary.


Phil.
#4
08/25/2002 (7:00 am)
Right, that should do the trick too offcourse.
#5
08/25/2002 (8:17 am)
My own opinion would be to just animate it by hand.

You might be able to get a working hexapod, but simulating a running animal (like a horse) that looks good is going to be very difficult.

Doing it in code presents the problem of getting it to work so it doesn't fall over.

It may work, but there is no guarentee that the final solution is going to be any fun to play.
#6
08/25/2002 (8:55 am)
Well, if you were to write a generic enough Inverse Kinematics system into Torque, you could definately get programatic foot placement to work, and to look quite good.

Besides the basic difficulty of getting a generic IK system programmed, you'd probably have to add to the DTS format to carry along all the joint and joint constraint information.

Definately not a simple task, though.
#7
08/25/2002 (9:18 am)
Joe, when you just animate it and do nothing in the code it looks bad... with feet sticking in the ground or too far above the ground. Phill's solution would be the best. As it is both code and a regular animation.
#8
08/25/2002 (9:57 am)
I am not suggesting nothing be done in code.

I am cleaning up a code snippet release to conform the player model to the teraain which would solve many of the interpenetration issues.

I am suggesting that a total code solution might not be the best approach. If someone were to get it to work, I'd be all for it, but I don't see a robust legged character vehicle system being in a workable state anytime soon.
#9
08/25/2002 (10:56 am)
Sounds like we have a 3rd option. This is to have 2 objects that mount togather. Animated legs in a dts, and rotating body in dts. This is also a good approach and one we should consider developing so that we can compare how it looks and feels to that of our fully animated model.

Last night I brought up the subject in #GarageGames chat. Here is what people had to say about our idea. There's the beginning of an algorthm in the following chat text.

In order to procede with any of the 3 options we have before us we need very simple models to work with. They don't have to be any more complicated than boxes that fit together like a stick figure. We need a box for a body, a box for the thigh, the shin, and the foot.

Will anyone volunteer to create these difs?

--------------------------------------------------------

Im starting a mini project... creating walking vehicles. You're all invited to join the discussion...
http://garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=6818
crime games are big right now
i cant get the bar ontop my heart
its above it
nm
i had wrong position
anyways
im such a crackhead lol
gonna play som OMF
i didnt make background invisible lol
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how do you control the z-order of drawing?
is it just the order you define them in?
.3ds file is 3dstudios?
whats the name of the program? 3dstudios something or another
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grrrr.... i can smell cat puke but i cant find it
brb hunting for it
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lol
ewww nice thought
gross
heh
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its driving me mad as i sit here and try to use the PC
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driving you to me?
ouch
now rook's gotta worry about the puke and the stench of that pun
:D
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cant find it... but i did find a nice strong fan to keep me upwind :)
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<_|moomoo|_> .
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the thingamathon is tomorrow
huh?
<_|moomoo|_> huh!
thingamathon on scifi channel
reboot
it ends with widescreen version of The Thing....you get a chance to win The Thing video game
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if an object is moving in circles on a given plane, then how do you calculate the x,y cartesian coordinate of the object on that plane? Its based on radius and angle ... anyone know the formula?
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yes... just a sec
<_|moomoo|_> heh, there is a 'raistlin' on 's about msg
y=r cos (theta)
x=r sin (theta)
thanks
theta must be in radians
didnt have to get up and walk to the other side of the room and grab books off the shelf. thanks.
hope you didnt =)
sohcahtoa
<_|moomoo|_> theta the angle between r and y axie?
r=radius
sohcahtoa?
<_|moomoo|_> when is theta=0>
360
o degree
<_|moomoo|_> point to y dir or x dir?
its relative
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sin oposite hypotonuse, cosine adjacent hypotinuse, tangent opesite adjancent
<_|moomoo|_> relate to y or x?
soh,cah,toa
<_|moomoo|_> if theta relate to x, its opposite
sin=o/h, cos=a/h, t=o/a
good stuff
lol
degrees to radians
?
you have this in your head?
<_|moomoo|_> if theta relate to x, x=r*cos(theta)
there are 360 degrees in a circle and 2 pi radians
<_|moomoo|_> in most math, theta is related to x
hes a mad wizard, of course he does
360 = 2pi?
<_|moomoo|_> which makes mad wrong
yep
so pi times 2 = 360.00?
i some times get them backward
2*pi*rad = 180
pi times 2 is like 6.8 somet6hing
er 360
lol
2*pi*radius=360?
yes
great thanks =)
what do you know about ovals?
a form of circle
(x + a)^2 + (y + b)^c = r^2
what is the factor that dictates how elongated it is?
yep
no way, that was for circles..
y becomes bigger than y
x becomes biger than y
sorry
i need to plot an oval basically
we know how to plot a circle. you covered that.
how do we go from circle to oval
on paper?
<_|moomoo|_> scale the r while going around :)
lets say i want an object to move in an oval on a given plane. I need to know degrees or radians, radius for circle. what is the 3rd parameter for plotting oval?
there's a better way to do it
ah scaling
robert: http://gamedev.net/community/forums/search.asp?mode=doit
err, that won't work
a correct statement
from the gamedev forums: The parametric equation for an ellipse is x=a*cos(t) and y=b*sin(t)
so solve that to a standard equation and you're all set :P
thanks bro
thats it!
x2/a2 + y2/b2 = 1,
those should be ^2
and the 1 should be r^2
x^2/a^2 + y^2/b^2 = r^2
its amazing how fast geometry slips out of the mind
i decided to work with the idea that a foot (part of the leg in a bipedal creature) moves in a circular or oval direction on a set plane. It is obstructed by the ground during it's cycle of travel whereupon there is a weight transfer onto the foot equal to half the overall weight of the body inversely proportional to the ammount of weight taken off of the lagging leg
thereby maintaining balance
inversely proportional?
you'd be doubling the weight after each step
yeah in other words as weight is taken off the rear leg it's put onto the front foot
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ahh ok nevermind i misunderstood that
it's not cumulative through more than 1 cycle.
does this idea or my concept of the math seem sane?
as far as a simulation goes?
then... here's the kicker
i like the way the wheels in the racing demo work. I can use a similar mechanism of ray casting from the middle of the decending foot to the terrain at it's point of maximum extension. If the foot is above the ground then the location of foot changes, it goes down and hugs the terrain like a shock absorber with some bounce.
ah my dream
<_|moomoo|_> ray cast?
it shouldnt be that hard..
though a foot spreads weight out
im not sure if approximating it with a point will work
yes in a perfect model
you won't get ankle-bending initially
<_|moomoo|_> ray cast on poly is expns
i can use the angle of the shin bone against the terrain to figure out the angle of the angle joint
ray cast is done in the racing demo on all 4 wheels
you trying to make feet follow the terrain?
I only need 2 legs
yes
feet follow terrain
that would be great because right now it looks pretty bad
ray casting on a poly only does like 2 vector functions and a dot product, i think
could be, either way im doing less my vehicle will have only 2 legs
although the idea of a one legged hopper is interesting
lol
imagine a pogostick pack in tribes 2 haha
thats actually very doable.
just in script
you'd be pushing it if you did it in script..
the physics would be pretty jumpy
the wheels in the racing mod are scripted
its interpolated to good nice
<_|moomoo|_> prob is find out which poly to cast
<_|moomoo|_> poly changes as LOD changes too
you cast from the center of the bottom of the tire, you cast from teh center of the bottom of the foot. That would be a parameter so you could tweak it.
you use the bounding boxes
<_|moomoo|_> if the ray is verticle downwards, there is no need to do interccpt
<_|moomoo|_> just use the plane equation and set y=0
yes
is 0 always relative to the terrain ? or worldspace in your statement
<_|moomoo|_> oh.. .z, not y, its the twisted right hand in torque
in other words the same thing as the tire code
<_|moomoo|_> Ax+By+Cz+D=0
thats what they are doing
<_|moomoo|_> you know x and y
<_|moomoo|_> want to get have z
<_|moomoo|_> just put all data into that equation, save you from ray cast
no you know x and y right... you have to have the intersection of x and the y of the terrain at that spot
(a-x)(b-x)(c-x)....(y-x)(z-x)=?
<_|moomoo|_> no need
<_|moomoo|_> A, B, C D are constant on one plane
<_|moomoo|_> you have x, and y,
<_|moomoo|_> so -Z=(Ax+By+D)/c
<_|moomoo|_> and the pont will by x,y,z
okay
y is actually z in worldspace tho right?
<_|moomoo|_> y is upward
<_|moomoo|_> oh.. no
<_|moomoo|_> y is north
<_|moomoo|_> z is upward
<_|moomoo|_> x is east
im mean its all relative but in a leg, x and y are the coords based on the circle that the foot is making while your looking at the profile of the subject
strictly mathmatical philosophy speaking... those dorections are any diredction you choose them to be
<_|moomoo|_> if y is north, x must be east
<_|moomoo|_> wiseversa
<_|moomoo|_> z must be upward intorque
given any plane... a ray in any direction can be named x
the model pieces of the legs must fit together so I guess spherical or rounded joints are desired so they seem to blend
a ray normal to x and on the plane is y
<_|moomoo|_> model space coord doenst need to be insync with world space
a ray normal to both x and y is z
true
<_|moomoo|_> model space * world transform matrix = world space
woooooo
math lesson by moo!
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<_|moomoo|_> with in centain space, it always z up, y front, x left
<_|moomoo|_> in torque
scaling of the x or y param in the oval can be a function of forward velocity so that the legs appear to reach further when the vehicle is sprinting
a new parameter to the datablock
what do you think of that idea?
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<_|moomoo|_> the question is if the scripts can be interpated fast enought to do inverse kinematic
is that what i am doing here? inverse kinematic?
<_|moomoo|_> you r trying to
<_|moomoo|_> which i think is a bad idea :)
trying to keep it as simple as possible. I think it's a great idea =)
<_|moomoo|_> depends on the number of level of the hierarchy, it could be very costly
the racing demo uses a lot of the ideas mentioned in this discussion. it does ray casting on all 4 wheels. it also uses interpolation to make it smooth.
<_|moomoo|_> keep in mind, in IK, the end point affects their parent objects, and the parent objects also affect their child
the tires are rotated and moved up and down. the springs also. I don't really think this is much different.
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<_|moomoo|_> only 2 or 3 levels on the hierachy
<_|moomoo|_> for a suspension
<_|moomoo|_> ther r 4 or 5 levels on a human hierarchy
yep. i only plan to have 3 joints per leg.
<_|moomoo|_> depends how detail you want to go
3 jointed legs
<_|moomoo|_> thats 4 levels
hip, knee, angle
I'm listening =)
<_|moomoo|_> that also need to some how deal with the predefined animation set
<_|moomoo|_> and make sure the predefined animation doesnt override the ik calc
yes. the math we've been talking about deals with with.
<_|moomoo|_> troublesome
we can use the bounding boxes
<_|moomoo|_> generally not worth the effort, huge amount of work, little bit improvement :)
defined joint diameters
little bit improvement?
<_|moomoo|_> visually
let me ask you... imagine the racing mod without the wheels and shock absorbers and car all moving up and down.
<_|moomoo|_> it works on terrain
<_|moomoo|_> what if you got into a building?
<_|moomoo|_> what if there is sevel level of building, r you try to locate the polygon by going throught all polygons in the building?
vehicles can go inside building the rules of physics dont change
How do you mean?
<_|moomoo|_> try it and find out :)
if it works and looks nice then i will have created something new
<_|moomoo|_> it needs to be 'efficient'
thats for sure
and precise
wont look good if the joints dont fit together all the time
<_|moomoo|_> the amout of processing power is multiply as the number of ik model used
<_|moomoo|_> in most time, the human will be a tiny little dot on the scren
i plan on using 3 very simple models for the first prototype, then increase complexity of the model to gage the speed
well 4 coutjing the body
I'll be glad when i get this put together =)
<_|moomoo|_> mw4's method is much cheapr
Anyways, I plan on saving this chat text so I can post it in the forum in the discussion thread.
what or who is mw4 and where is the method?
<_|moomoo|_> just sync the foot's z with teh surface's normal whenever the foot hits something
<_|moomoo|_> realistic enought and its very cheap
<_|moomoo|_> 2 cross products, done
can you explain that again... lil bit more simpler =)
<_|moomoo|_> mw4 = mechwarrior4
how does that look when you're running up a hill
<_|moomoo|_> it looks you runing up a hill
okay so your talking about syncing the z of the foot to the terrain. how does that doffer from the wheels in the racing mod? thats what they are doing there
<_|moomoo|_> only syn the dir
<_|moomoo|_> not change the parent's position
robert, do you want to make the feet at the right height or the right angle? or both?
both
<_|moomoo|_> better of changin the code
<_|moomoo|_> instead of messing around with script
oh yeah im into the c++ stuff heavily now reading all this stuff.
I see where the code needs to go
the wheels on a car are different because the springs can compress and stretch
for a leg it isn't that simple
if the leg needs to go higher you can just shove it upwards
can't
WheeledVehicle::advanceTime(), WheeledVehicle::updateForces(), and WheeledVehicle::extendWheels() in wheeledVehicle.cc.
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hello
<_|moomoo|_> .
hey
man I need to get out of the habit of eating nothing but coffee
try to eat sugar and coffee
I'm thinking food would be good
moomoo ... each joint is like a spring
or has a spring forcer
force
they all have to add up in that hierarchy as you said just like the wheels and springs and body in the car.
its all somehow cumaltive
on the body
gives it some springyness
springs are different, they can compress
as well as bounce
I plan to use springs
your legs can't compress, they can only bend at joints
are we talking about humans here?
the thigh, shin, and feet are all seperate objects
no not humans
ah ok
<_|moomoo|_> its not that simple, rob
3 jointed legs like on starwars
<_|moomoo|_> the problem of IK is rather complicated
How do you mean moomoo
he doesn't need to use IK
this is not IK
<_|moomoo|_> for human?
IK is a LOT more involved
not for human, for robat thing
<_|moomoo|_> that still ik
this is robot thing
you can fake it easily
<_|moomoo|_> inverse kinamitic
not as good as human.
we dont bounce much we have good algortithms
just stretch and compress each spring the same amount
<_|moomoo|_> doesnt matter if its human or robot
yes it does, because robots have springs
<_|moomoo|_> you still need to calc all the object on the hiearchy chain/kinamatic chain
no you don't, why should you?
<_|moomoo|_> to negotiate the result
this isn't a physics simulation
the point is too look good
when you climb up a ladder, and jump off from the top, your knees buckle under you (unless you hold them rigidly straight and you wouldnt do that else you'd break your leg) when you hit the ground.
your muscles are like springs
robert not really
they can apply force, they can absorb force
<_|moomoo|_> in human ik model, you have this spring thing too :)
or resist
<_|moomoo|_> thats where you define the fiction of ea h joint
<_|moomoo|_> and the expected behivour
Robert the thing is if you want the feet to end up in a certain place
muscles, apply force. is this a correct statement?
figuring out how they get there is not as easy
<_|moomoo|_> that only increase the complexity
you aren't applying force, you are choosing an end destination
with a spring it is easy, just compress or extend the spring
<_|moomoo|_> a rigid joint is much simpler to implenet
thats right JM, but I've decided to use a simple oval as the pattern looking at the problem from the side.
the oval stretching will be a factor of speed
from the oval i can plot xy of the foot
what is the oval? The hip, knee, foot?
<_|moomoo|_> use your jump example, it involve coordinated 4 objects
the oval is the foot
<_|moomoo|_> hip/upperleg/lowerleg/foot
Uski>?
Uksi?
hip joint, thigh, knee joint, shin, angle, foot
the question is how do all of those move
to get the foot to the right place
im explaining it
<_|moomoo|_> you still endup with negotiate butt/upleg/lowleg/foot anyway
here's my explanation
looking at this 3 jointed leg from the side
the profile
imagine the foot moving in a perfect circle, forget about the ground
imagine riding a bycycle
perfect circle
no scaling
on the x axis i think
or y
no, like imagine the roadrunner from the cartoons
he speeds up his feet go further ahead and behind the circle becomes an oval
this is scaling on the X axis as a function of acceleration
i will use this circle to plot x,y of the foot
find the intersection of the foot with the terrain like they do with wheels
and afix the foot to the terrain in that manner
the angle
the bounding box of the foot verses the terrain
against the shin
the angle of the shin to the foot
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if there is no terrain where the foot falls
then the upward force applied to the body, like with the car, is reduced
each joint works this way
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does this sound like a feasible first stabb at it?
the bounciness factor or spring factor is key here it determines the organism of the creature
or the species determines the bounciness. more rigid creatures then their are more agile creatures. maximum reach is a factor
maximum X scaling
the rest, is just moving those objects so that the joints line up thats just moving boxes around and cant be all that hard. its what they do with the wheels except wheels are just a single updown plane
Snowman, what's up?
legs are more than up down they have joints and each section is at an angle to the next
hey
all these angle can be calculated from the original oval
and the point at which they meet the body
Snowman, i have sound off, so didn't hear your PM come in
np
with defines for maximum reach, x scaling factor, and spring tension
turrets in tribes 2 rotate
on all axis
that might be animation in the dts, i dont know
they look really cool like they are really moving
anyone want to comment on all of this ?
<_|moomoo|_> .
<_|moomoo|_> consider you have 2 legs on the floor :)
<_|moomoo|_> if your body move decide by one of the leg, then this body-move will affect the other leg
yes
all defined by the oval
<_|moomoo|_> wich may likly makes the other leg unrealistic
I just did a flash 5 movie of legs walking. no matter what species i make its always some oval
<_|moomoo|_> so you gotta move the body by the other leg too, and that , will contributed to the 1st legs unrealistic since leg2 too move the body and the body moves the leg1
ovals vary... the scaling is on x and y based on species
<_|moomoo|_> so you endup with a negotiationg scenerio
no you balance the load. the ammount of tension is a constant.
and...
<_|moomoo|_> to find the best spot so that both legs are somewhat realistic
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<_|moomoo|_> and this 'negoatiate' process is power consuming
as the front leg takes on load the rear leg loses load, there is a point of equilibrium
also can be a parm
<_|moomoo|_> i suggest you read a bit more on IK
thanks for your positive feedback P
moo was positive?
<_|moomoo|_> positive feedback dont get it anywhere
<_|moomoo|_> positive feedback only blinds your eyes and put you into trouble, and when you realized it, its all too late
poor guy
<_|moomoo|_> there hasnt be a perfect solution on IK
Im not building robots for NASA... anymore... I'm just making a computer game =)
it just has to ~look~ real
it has to have a flare
you'll see ;)
<_|moomoo|_> hmm
<_|moomoo|_> forgot to mention i am blind :(
poor guy
* _|moomoo|_ is a blinded moo
<_|moomoo|_> the matrix had me
moo
ironically, i have no legs
what .edu did you work at?
<_|moomoo|_> www.gu.edu.au
<_|moomoo|_> wanna come over and study s/w eng?
only if you'll be my teacher
<_|moomoo|_> i will leave in 4 months
awww im insulted
<_|moomoo|_> hopefully
are you 5'5" blonde blue eyes knockout?
and female?
damn, so close
hehe
* _|moomoo|_ a female moo
only thing I have there is blue eyes
* _|moomoo|_ a blond moo too!
no?, AWE toooo bad
<_|moomoo|_> 5.5 =?meters?
<_|moomoo|_> 1.6?
<_|moomoo|_> 1.7?
1.6
<_|moomoo|_> thats a rather huge moo
hahah
mOOOOOOO
moo = Asian
how many meters are you moo?
<_|moomoo|_> asian moos are usaully around 1 to 1.3 meter
hehe
I took a course on ergonomics. The semiconductor industry has specs on equipment height, etc. etc. etc.
95% of the business was in asia
we made low panels to meet spec
<_|moomoo|_> semiconductor : taiwan mostly
japan
<_|moomoo|_> some in korea
taiwan
<_|moomoo|_> and bit in jap
singapore, korea
maylasia
you should see the fabs there... like whole cities
<_|moomoo|_> and workers like slaves
sad but true. im glad im out of that business
<_|moomoo|_> with a big Nike sign hangin on top "Just Do It!"
=(
the GAP is falling under some pretty heavy heat now adays. I see protesters a lot downtown.
where are you from robert?
I live right outside of Boston, MA.
oh
near Ed
pretty late
heh
I keep late hours
215?
yes
* _|moomoo|_ never american protest, he saw a lot of anti-us protest
<_|moomoo|_> never seen.. grr
well, noones perfect
I think Canada is the only other place I would consider living
I used to live in toronto =)
not australia?
yar maybe australia as well
<_|moomoo|_> au is a good place, just too quiet at times
quiet is good
<_|moomoo|_> less ppl
England?
there's like 5 million people in sidney right?
<_|moomoo|_> bad weather in england
nah not england.
bandwidth too expensive there
* _|moomoo|_ dis like sydney
crazy bombers there too
England is great place tho. I had fun all the times I went there
<_|moomoo|_> crazy soccer fan
what a great engine...
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nice chattin with you guys about the walking thing. got a good ammount of thinking down.
<_|moomoo|_> http://news.yahoo.com/news?tmpl=story2&cid=573&ncid=757&e=1&u=/nm/20020823/od_nm/emu_dc_1
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alright gotta roll
talk to y'all later
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Robert, outside of boston? i live in worcester
not quite right outside of boston
anyway
good night
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* GameGamer43 is now known as GameGamer43-MGO
hi gamer
<_|moomoo|_> uh. GG43 lost his precious @
lets all say awww for him
1
2
3
awwwwww
awwwww
* rickg sets mode: +v GameGamer43-MGO
there's half a @
* MadWizard doesnt even get that
hmm
lol
* GameGamer43-MGO sets mode: +o GameGamer43-MGO
so rickg, what ya workin on these days?
well, i started working on a "tag" game
you run around and tag people and no tag backs!
do you know a bit about gui's
hmm
havent touched any so far
hmmm
im lookin for folks that know a lot about them
i've seen a few tutorials
i know...
im trying to write a booklet on gui development
i go around accosting folks who know about them to try and get some assistance
moo, i didn't lose my op i didn't op up right away
you've seen my post on it?
didnt see it
go to the forums and look under documentation
did you find it?
nah, im playing counter-strike :D
ah
in that case i think ill go to bed
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im revisiting my c++ looking for thigns i had forgotten
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* GameGamer43-MGO needs more books to add to his programming collection
i was thinking the same thing the other day
rick - if you sleep now
no need to nap at 1 PM
it is possible to create a synchronization between a vehicle's anumation sequence and the vehicles hovering up and down movements?
sleep at midnight? never!
i ahve opengl game programming, multiplayer game programming, game arcitheture and esign, game design the art and business of creating games, writing compilers and interpreters an applied approach, and mathmatics for 3d game programming and computer ghapics along with instant c++ programming
its 3:07am here
#10
08/25/2002 (11:11 am)
@Joe: Ok.. must've misunderstood you... ;)

@Robert:
Quote:
Will anyone volunteer to create these difs?
you probably mean dts ;)
#11
08/25/2002 (12:29 pm)
.DTS is what I meant. Ideally we need 3 spheres one for each joint, i.e. hip, knee, ankle. And we need 3 elongated blocks for the thigh, shin, and foot. And we need a larger block for a body. Then we can programatically move these objects relative to one another. Are you volunteering?