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Ideas on coordinate tracking?
Archive: 11 posts
So I'm thinking of doing something with two parallel worlds that the player can switch between. The two wolds will be mostly the same but there will be some disimilarities. I would like for the game to be able to nearly perfectly match positions for multiple characters between the two worlds so that when you transfer from one to the other, you're in almost exactly the same spot. I can't just have identical sackbots controlled by the same movements because the two worlds will be disimilar enough that a bot might jump across a gap in one world and make it but would miss the jump in the other, so I'm thinking I would need to implement some sort of coordinate based tracking system. I figure it'll have something to do with tag sensors set to detect closeness. There will have to be a main tracker follows you throughout the level and that will have the sensors to determine your positions. I figure that tracking the bots' positions won't be too difficult, but I don't know how to output those readings in a meaningful way. Like I can track where they are in relation to the sensor but I don't know how to set the receiver to position the bots' emitters accordingly for when they transfer. It doesn't have to be perfectly accurate, but I want the players to appear in at least almost the same spot they left from. Any ideas? | 2011-07-17 00:04:00 Author: Sehven Posts: 2188 |
You can create an x and y position vector if you use two followers limited to only move along one axis. In the other world you should be able to replicate this position using a negative feedback loop to determine the difference between the required position and the emitter's current position and adjust as necessary. | 2011-07-17 01:04:00 Author: rtm223 Posts: 6497 |
Could you have a large strip of holo with followers and emitters on the ends so that whenever you switch it emits one and destroys the other? As long as you have the holo positioned right it might work. | 2011-07-17 01:09:00 Author: Zero10100 Posts: 385 |
You can create an x and y position vector if you use two followers limited to only move along one axis. In the other world you should be able to replicate this position using a negative feedback loop to determine the difference between the required position and the emitter's current position and adjust as necessary. you dont need a feedback loop to replicate the position, simply wire both the current distance and the new distance into a combiner then wire that into an advanced mover, provided the wires are the right way around it will move till they match, if you do this for both up/down and left/right it will always line up properly. i use this with capped multiplication (to improve response) in my dem bones level to get things lining up in 2 different rooms, because with the 3d cam u have to rotate the level, i use positioning to keep the the level and enemies moving around you properly based on their position in a non rotating copy of the level | 2011-07-17 04:38:00 Author: evret Posts: 612 |
Could you have a large strip of holo with followers and emitters on the ends so that whenever you switch it emits one and destroys the other? As long as you have the holo positioned right it might work. That's brilliant. I can't believe I didn't think of that. I'm all trying to come up with complicated tracker systems and math and stuff and all I need is a strip of holo with followers on either end and a strong gyro. Thanks! | 2011-07-17 06:04:00 Author: Sehven Posts: 2188 |
you can use multiple gyros to improve stability, they seem to stack a certain amount. having 2 will help but it wont be double the strength of 1, 3 would b better again but not triple the strength of 1. it's weird but it works | 2011-07-17 07:52:00 Author: evret Posts: 612 |
The follower holo is a good idea, you could set up one for x and one for y, both with tags, and have the holo hit another block of holo with impact sensors on the outside, whichever block your follower is hitting will activate a switch, which you can then translate into coordinates. This should give you a fairly easy grid to work with. This would be good for basic coordinates, something in the (x,y) format. | 2011-07-17 08:11:00 Author: sp0ngyraver Posts: 407 |
you dont need a feedback loop to replicate the position, simply wire both the current distance and the new distance into a combiner then wire that into an advanced mover, provided the wires are the right way around it will move till they match, if you do this for both up/down and left/right it will always line up properly. That's definitely a negative feedback (http://en.wikipedia.org/wiki/Negative_feedback) loop, of the same form used in a thermostat, and exactly what I was talking about. You compare current value with required value, then modify current value and that feeds back into the system. In a system such as this you inherently get a negative response, hence "negative feedback". Zero's Idea is better though, unless you have some special requirements for which it won't work. | 2011-07-17 12:48:00 Author: rtm223 Posts: 6497 |
ah ok, sorry, i thought you meant feedback loop as in an OR wired into itself, but i can see how this setup could be considered a feedback loop. i had to use it because one of my levels has to rotate, the only issue with this setup (i normally refer to them as positional movers) is it can cause bad visual issues with online lag in MP, especially when using multiplication to improve response. | 2011-07-17 13:48:00 Author: evret Posts: 612 |
You could also just have a selector with two tags on each sackbot. Then connect the Selector to both tags. and add a follower so that when you press the button, you can change back and forth. | 2011-07-17 13:56:00 Author: zzmorg82 Posts: 948 |
You could also just have a selector with two tags on each sackbot. Then connect the Selector to both tags. and add a follower so that when you press the button, you can change back and forth. Well sure, but the problem with that, as I stated in my op, is that the terrain between the two worlds will be slightly different so the two sackbots would quickly end up out of sync. Even with identical terrain, there's enough of a fudge factor that two identical bots would end up out of sync. Besides, it's going to be a mp versus level so some players may be in one world while others are in the other and it wouldn't make sense for them to see the other players' bots when they're not in the same world, and there's definitely going to be different hazards in the two worlds so you'd end up getting the bot in the other world killed. Thanks again everybody. The long strip of holo follower will work perfectly and, yeah, I know about rotator stacking to increase strength. | 2011-07-17 19:46:00 Author: Sehven Posts: 2188 |
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