N Game character Physics - math

For my 2d platform game am following 2 articles from creator of N N+ game. Two article covers how the collision is handled and a broad phase collision detection by storing all the AABB shapes info in to tile map along with some other potential information required for collision.No where on the Internet how the player character movement handling is explained.
http://www.madgravityradio.com/ngame.html
I tried with small rectangular piece in the place of player , the result I got is rectangle is very responsive as far as the collision concern but not realistic though (I have no idea how to tilt the player rectangle to some angle when stepping down or up on Slope edges.).
What type of object the player is comprised of? Is the player kept inside a box shape and the box is translated? Please shed some light on how the character is controlled , concept behid this virtual player? I read somewhere Rag doll is used.
I have few more general questions
In SAT how to handle/apply the minimum translation vector to make the movement more realistic?
I haven't started creating tile map for this iphone game , I do have some experience in title map creation for flash games. No idea how to handle iphone memory efficiently - any recommendations please?

The term you are looking for is collision response - ie now that you have detected a collision and have the collision data, what do you do with it to produce a meaningful response. This is a pretty big topic so maybe investigate it and come back with some more specific questions. Here's a basic primer and google/wikipedia will take you much farther.

Related

Proximity Distortion in Depth Image

Description:
The goal of my current project is to determine the location of an "object" with just its 3D-coordinates.
To achieve that I figured it'd be best to turn off the "Fill"-Mode of my Camera (ZED 2 from Stereolabs), because I want some hard edges in my depth-image.
The Problem:
The depth image is being distorted to a major degree due to proximity of other "objects".
The following image shows the depth image from the side, it is viewing some bars before a smooth woodwall. The wall is mostly plain, so everything is fine here.
I blacked the Color-Image and Myself, do not worry about those parts.
When I put my hand or another object in front of the wood wall parts that are bigger than my actual hand get "pulled" towards the camera around the location of the hand or other object. These parts seem to "stick" to other elevated parts in the proximity, as the area between the bars and my arm gets pulled entirely.
Question(s):
Is this normal?
Is there an easy way to get rid of it?
What is the reason behind it?
My own assumption(s):
Feel like this is some sort of approximation of unknown parts
Hopefully.. Glad the camera was calibrated by default, as that usually is a pain to do right.
Due to the new object that gets put in front of the wall, there is more stuff hidden and therefore more areas that the camera cannot see with both lenses, maybe it just "guesses" that the area between is not so far off due to some underlying algorithms that make the image smoother..
First of all I would advice you to change the depth mode also with keeping the sensing mode in STANDARD:
ULTRA: offers the highest depth range and better preserves Z-accuracy along the sensing range.
QUALITY: has a strong filtering stage giving smooth surfaces.
PERFORMANCE: designed to be smooth, can miss some details.
*********************From your description, it seems like you are using the Performance mode
The ZED Camera uses a matching alogorithm to generate the disparity/depth map, which is a closed source and I have recently contacted stereolabs about that and they've said "We cannot disclose this information to you because it's internal information and proprietary to Stereolabs."
Other works on the zed camera showed some limitations in depth sensing, specially when there is a variation in lightning and shadows. """Depth Data Error Modeling of the ZED 3D Vision Sensor from
Stereolabs"""
In addition to this, the depth error is directly proportional to the distance of the object from the camera, so make sure to set your depth range properly.

What device/instrument/technology should I use for detecting object’s lying on a given surface?

First of: Thanks for taking the time to help me with my problem. It is much appreciated :)
I am building a natural user interface. I’d like the interface to detect several (up to 40) objects lying on it. The interface should detect if the objects are moved on it’s the canvas. It is not important what the actual object on surface is
e.x. “bottle”
or what color it has – only the shape and the placement of the object is of interest
e.x. “circle” .
So far I’m using a webcam connected to my computer and Processing’s blob functionality to detect the objects on the surface of the interface (see picture 1). This has some major disadvantages to what I am trying to accomplish:
I do not want the user to see the camera or any alternative device because this is detracting the user’s attention. Actually the surface should be completely dark.
Whenever I am reaching with my hand to rearrange the objects on the interface, the blob detection gets very busy and is recognizing objects (my hand) which are not touching the canvas directly. This problem can hardly be tackled using a Kinect, because the depth functionality is not working through glass/acrylic glass – correct me if I am wrong.
It would be nice to install a few LEDs on the canvas controlled by an Arduino. Unfortunately, the light of the LEDs would disturb the blob detection.
Because of the camera’s focal length, the table needs to be unnecessarily high (60 cm / 23 inch).
Do you have any idea on an alternative device/technology to detect the objects? Would be nice if the device would work well with Processing and Arduino.
Thanks in advance! :)
Possibilities:
Use Reflective tinted glass so that the surface would dark or reflective
Illuminate the area, where you place the webcam with array of IR LED's.
I would suggest colour based detection and contouring of the objects.
If you are using colour based detection convert frames to HSV and CrCb colour space. These are much better for segmentation of required area while using colour based detection.
I do recommend you to check out https://github.com/atduskgreg/opencv-processing. This interfaces Open-CV with processing, you will be getting lot functionalities of Open-CV in processing .
One possibility:
Use a webcam with infrared capability (such as a security camera with built-in IR illumination). Apparently some normal webcams can be converted to IR use by removing a filter, I have no idea how common that is.
Make the tabletop out of some material that is IR-transparent, but opaque or nearly so to visible light. (Look at the lens on most any IR remote control for an example.)
This doesn't help much with #2, unfortunately. Perhaps you can be a bit pickier about the size/shape of the blobs you recognize as being your objects?
If you only need a few distinct points of illumination for #3, you could put laser diodes under the table, out of the path of the camera - that should make a visible spot on top, if the tabletop material isn't completely opaque. If you need arbitrary positioning of the lights - perhaps a projector on the ceiling, pointing down?
Look into OpenCV. It's an open source computer vision project.
In addition to existing ideas (which are great), I'd like to suggest trying TUIO Processing.
Once you have the camera setup (with the right field of view/lens/etc. based on your physical constraints) you could probably get away with sticking TUIO markers to the bottom of your objects.
The software will pickup detect the markers and you'll differentiate the objects by ID, but also be able to get position/rotation/etc. and your hands will not be part of that.

How do I generate a waypoint map in a 2D platformer without expensive jump simulations?

I'm working on a game (using Game Maker: Studio Professional v1.99.355) that needs to have both user-modifiable level geometry and AI pathfinding based on platformer physics. Because of this, I need a way to dynamically figure out which platforms can be reached from which other platforms in order to build a node graph I can feed to A*.
My current approach is, more or less, this:
For each platform consider each other platform in the level.
For each of those platforms, if it is obviously unreachable (due to being higher than the maximum jump height, for example) do not form a link and move on to next platform.
If a link seems possible, place an ai_character instance on the starting platform and (within the current step event) simulate a jump attempt.
3.a Repeat this jump attempt for each possible starting position on the starting platform.
If this attempt is successful, record the data necessary to replicate it in real time and move on to the next platform.
If not, do not form a link.
Repeat for all platforms.
This approach works, more or less, and produces a link structure that when visualised looks like this:
linked platforms (Hyperlink because no rep.)
In this example the mostly-concealed pink ghost in the lower right corner is trying to reach the black and white box. The light blue rectangles are just there to highlight where recognised platforms are, the actual platforms are the rows of grey boxes. Link lines are green at the origin and red at the destination.
The huge, glaring problem with this approach is that for a level of only 17 platforms (as shown above) it takes over a second to generate the node graph. The reason for this is obvious, the yellow text in the screen centre shows us how long it took to build the graph: over 24,000(!) simulated frames, each with attendant collision checks against every block - I literally just run the character's step event in a while loop so everything it would normally do to handle platformer movement in a frame it now does 24,000 times.
This is, clearly, unacceptable. If it scales this badly at a mere 17 platforms then it'll be a joke at the hundreds I need to support. Heck, at this geometric time cost it might take years.
In an effort to speed things up, I've focused on the other important debugging number, the tests counter: 239. If I simply tried every possible combination of starting and destination platforms, I would need to run 17 * 16 = 272 tests. By figuring out various ways to predict whether a jump is impossible I have managed to lower the number of expensive tests run by a whopping 33 (12%!). However the more exceptions and special cases I add to the code the more convinced I am that the actual problem is in the jump simulation code, which brings me at long last to my question:
How would you determine, with complete reliability, whether it is possible for a character to jump from one platform to another, preferably without needing to simulate the whole jump?
My specific platform physics:
Jumps are fixed height, unless you hit a ceiling.
Horizontal movement has no acceleration or inertia.
Horizontal air control is allowed.
Further info:
I found this video, which describes a similar problem but which doesn't provide a good solution. This is literally the only resource I've found.
You could limit the amount of comparisons by only comparing nearby platforms. I would probably only check the horizontal distance between platforms, and if it is wider than the longest jump possible, then don't bother checking for a link between those two. But you might have done this since you checked for the max height of a jump.
I glanced at the video and it gave me an idea. Instead of looking at all platforms to find which jumps are impossible, what if you did the opposite? Try placing an AI character on all platforms and see which other platforms they can reach. That's certainly easier to implement if your enemies can't change direction in midair though. Oh well, brainstorming is the key to finding something.
Several ideas you could try out:
Limit the amount of comparisons you need to make by using a spatial data structure, like a quad tree. This would allow you to severely limit how many platforms you're even trying to check. This is mostly the same as what you're currently doing, but a bit more generic.
Try to pre-compute some jump trajectories ahead of time. This will not catch all use cases that you have - as you allow for full horizontal control - but might allow you to catch some common cases more quickly
Consider some kind of walkability grid instead of a link generation scheme. When geometry is modified, compute which parts of the level are walkable and which are not, with some resolution (something similar to the dimensions of your agent might be good starting point). You could also filter them with a height, so that grid tiles that are higher than your jump height, and you can't drop from a higher place on to them, are marked as unwalkable. Then, when you compute your pathfinding, as part of your pathfinding step you can compute when you start a jump, if a path is actually executable ('start a jump, I can go vertically no more than 5 tiles, and after the peak of the jump, i always fall down vertically with some speed).

How to achieve realistic reflection with threejs

I am trying to render as realistically as possible a scene in which a point light hits an object and bounces off with the same angle wrt the normal of the face (angle of incidence = angle of reflection) and illuminates the scene elsewhere.
Now, I know reflection in threejs is normally dealt with CubeCamera-material as per the examples I found online, but it doesn't quite apply to my case, for I may be observing the scene from a point in which I might not be able to observe the reflection of the object on the mirror-like surface of another one.
Consider this example prototype I'm working on: if the box that is protruding from the wall in the scene had a mirror-like material (accomplished with a CubeCamera), I wouldn't be able to see the green cube's reflection on the bottom face unless the camera was at a specific position; in real life, however, if an object illuminated by a light source passes in the vicinity of another one, it will in part light it as if it were a light source itself (depending on the object's index of reflectivity, of course) and such phenomenon should be visible from any point of view the object receiving indirect lighting is visible from.
Hence I came up with the idea of adding a PointLight to the cube, but this of course produces undesirable effects on the surroundings.
I will try to illustrate my goal with the following sequence:
1) Here, the far side of what I will henceforth refer to as balcony is correctly dark, while the areas marked with a red 'x' are the consequence of the cube having a child PointLight which shines in all directions.
2) Here, the balcony's far face is still dark and the bottom one is receiving even more light as the cube passes by, which is desirable, but the wall behind the cube should actually be dark (I haven't added shadows yet, I first want to get the lighting right), as well as the ground beneath it and the lamp post.
3) Finally, when the cube has passed the balcony, it's just plain wrong for the balcony's side and bottom face to be illuminated, for we all now that a reflected ray does not bounce back the way it came from. Same applies to the lamp post.
Now I realize that all the mistakes that occur are due to the fact that the cube emits light itself, what I'm hoping you can help me with is determining a way to produce physically accurate reflected rays.
I would like to avoid using ambient light or other hacks to simulate real-life scenarios and stick to physics as much as possible; I suspect what I want to achieve is very computationally heavy to render, let alone animate in a real-time use case, but that's not an issue for I'm merely trying to develop a proof-of-concept, not something that should necessarily perform fast.
From what I gather, I should probably be writing custom vertex and fragment shaders for the materials receiving indirect illumination, right? Unfortunately I wouldn't know where to begin, can anyone point me in the right direction? Cheers.
If you do not want to go to the Volumetric rendering then you have 3 options (I know of)
ray-tracing
you have to use ray-trace rendering (back ray-trace) to achieve this. This will also cover shadows,transparent materials,reflected illumination and much more if coded properly. Unless you want to do also precise atmospheric scattering then this is the way.
back raytracing is one (or 3) ray(s) per each screen pixel. It is much faster but not that precise.. (still precise enough)
raytracing is one ray per each 3D angular unit (steradian) of space per each light source. It is slow but precise (if ray density is high enough).
If the casted ray hits any obstacle then its color is changed (due to obstacle property) and new ray is casted as reflected light ray. If material is transparent then also refracted ray is casted ... Each hit or refraction affect light intensity so you stop when intensity is lower then some treshold or on some layer of recursion (limit max number of refractions per ray) to avoid infinite loops and you can manipulate performance/quality ...
standard polygon rendering
With this approach (I think you are using it right now) you have to improvise. The reflection and illumination effects can be done similar to shadowing techniques. For each surface you have to render the scene in reflected direction. The same can be done with shadows but then you just rendering to the light direction or use shadow map instead. If you have insane number of reflective surfaces then this approach is not the way also to achieve reflection of refraction you have to render recursively making it multiple rendering pass per polygon which is also insane.
cubemap
You can use cube map per each object. It is similar to bullet 2 but the insanity is done just once while generating cubemaps instead of per frame ... If you have too much objects then this is also not the way. You can use cube map only for objects with reflective surfaces to make it manageable. Also if the objects are moving then you have to re-generate cubemaps once in a while ...

Collision reaction in a 2D side-scroller game similar to "Mario"

This has been greatly bothering me in the past few weeks. In this time I've been researching online, even reading books in the Computers section at Borders to try to find an answer, but I haven't had much luck.
I programmed a 2D level editor for side-scroller video games. Now I want to turn it into a game where I have a player who can run and jump to explore the level, similar to "Mario".
The thing that is really giving me trouble is the collision response (not detection: I already know how to tell if two blocks are colliding). Here are some scenarios that I am going to illustrate so that you can see my problems (the shaded blocks are the ground, the arrow is the velocity vector of the player, the dashed lines are the projected path of the player).
See this collision response scenarios image:
http://dl.dropbox.com/u/12556943/collision_detection.jpg
Assume that the velocity vectors in scenarios (1) and (2) are equal (same direction and magnitude). Yet, in scenario (1), the player is hitting the side of the block, and in scenario (2), the player is landing on top of the block. This allows me to conclude that determining the collision response is dependent not only on the velocity vector of the player, but also the player's relative position to the colliding block. This leads to my first question: knowing the velocity vector and the relative position of the player, how can I determine from which direction (either left side, right side, top, or bottom) the player is colliding with the block?
Another problem that I'm having is how to determine the collision response if the player collides with multiple blocks in the same frame. For instance, assume that in scenario (3), the player collides with both of those blocks at the same time. I'm assuming that I'm going to have to loop through each block that the player is colliding with and adjust the reaction accordingly from each block. To sum it up, this is my second question: how do I handle collision response if the player collides with multiple blocks?
Notice that I never revealed the language that I'm programming in; this is because I'd prefer for you to not know (nothing personal, though :] ). I'm more interested in pseudo-code than to see language-specific code.
Thanks!
I think the way XNA's example platform game handles collisions could work well for you. I posted this answer to a very similar question elsewhere on Stack Overflow but will relay it here as well.
After applying movement, check for and resolve collisions.
Determine the tiles the player overlaps based on the player's bounding box.
Iterate through all of those tiles doing the following: (it's usually not very many unless your player is huge compared to your world tiles)
If the tile being checked isn't passable:
Determine how far on the X and Y axes the player is overlapping the non-passable tile
Resolve collision by moving the player out of that tile only on the shallow axis (whichever axis is least penetrated)
For example, if Y is the shallow axis and the collision is below, shift the player up to no longer overlap that tile.
Something like this: if(abs(overlap.y) < abs(overlap.x)) { position.y += overlap.y; } else { position.x += overlap.x; }
Update the bounding box's position based on the player's new position
Move on to the next tile...
If the tile being checked is passable, do nothing
If it's possible that resolving a collision could move the player into another collision, you may want to run through the above algorithm a second time. Or redesign your level.
The XNA version of this logic is in player.cs in the HandleCollisions() function if you are interested in grabbing their code to see what they specifically do there.
So what makes this a little more tricky is the constant force of gravity adjusting your players position. If your player jumps on top of a block they shouldn't bounce off they should land on top of the block and stay there. However, if the player hits a block on the left or right they shouldn't just stay there gravity must pull them down. I think that's roughly your question at a high level.
I think you'll want to separate the two forces of gravity and player velocity from collision detection/response algorithm. Using the velocity of the player if they collide with a block regardless of direction simply move the player's position to the edge of the collision, and subtract equal and opposite vector from the player's velocity since not doing this would cause them to collide yet again with the object. You will want to calculate the intersection point and place the player's position there on the block.
On a side note you could vary that really big force by what type of block the player collided with allowing for interesting responses like the player can break through the block if they are running fast enough (ie the player's velocity > than the force of the block)
Then continue to apply the constant force gravity to the player's position and continue doing your normal calculation to determine if the player has reached a floor.
I think by separating these two concepts you have a really simple straight forward collision response algorithm, and you have a fairly simple gravity-floor algorithm. That way you can vary gravity without having to redo your collision response algorithm. Say for example a water level, space level, etc and collision detection response is all the same.
I thought about this for a long time recently.
I am using the separating axis theorem, and so if I detected a collision I proceeded to project the object onto the normalized velocity vector and move the object by that distance in the direction of the negative velocity vector. Assuming the object came from a safe place this solution will position the object in a safe place post collision.
May not be the answer you're looking to get, but hopefully it'll point you in the right direction?

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