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From: Sander
Subject: Re: Push-Ball Match
Date: 8 Jun 2000 06:33:53
Message: <393f7691$1@news.povray.org>
What a brilliant and seemingly simple idea! I suppose I'll never understand
how you people do this, let alone that I will be able to make a useful macro
for this game.

--
Regards,  Sander
-----------------------------

Rune <run### [at] inamecom> schreef in berichtnieuws
393d78b6@news.povray.org...
> I'm working on a game in POV-Ray called Push-Ball. The participants each
> write an include file that controls a "bot", and then the bots compete
> against each other. For more information, see my message in
povray.general.
>
> In this example match two bots are competing. The red bot must try to
score
> in the cyan goal, and vice versa.
>
> The bots have switched start positions to make things more interesting.
They
> each start at the center of the opponent's goal.
>
> The bots must go to the ball, move around it to come over on the other
side
> of it, and push it back into the opponent's goal.
>
> In the attached animation you can see how the game turns out.
>
> I would appreciate any feedback. If it is about the concept in general,
> please reply to my message in povray.general.
>
> Thanks in advance!
>
> Greetings,
>
> Rune


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From: Rune
Subject: Re: Push-Ball Match
Date: 8 Jun 2000 11:31:06
Message: <393fbc3a@news.povray.org>
"ryan constantine" wrote:
> very cool.

Thanks!

> i'm wondering how different the two bots are in your animation.

They're almost the same.

> so will a player be able to make any kind of bot they want?

Well, no.

> ex. arms to hit the other bot?

No.

> will there be rules for what a bot can do, or maybe can't do?

Basically, the bot is only a point, and the only thing you can control is in
which direction it should move.

> will they have to have certain standard names in order to
> interact with the ball and the playing field correctly?

Your include file can have any name that isn't in use yet. So far I have
simply called my bots "bot1.inc" "bot2.inc" etc...

> again, very cool.

Thanks. I hope you're not too disappointed over the actual facts... :-)

Greetings,

Rune

---
Updated April 25: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Rune
Subject: Re: Push-Ball Match
Date: 8 Jun 2000 11:31:09
Message: <393fbc3d@news.povray.org>
"Sander" wrote:
> What a brilliant and seemingly simple idea!

Thanks!

Greetings,

Rune

---
Updated April 25: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Jan Walzer
Subject: Re: Push-Ball Match
Date: 9 Jun 2000 16:19:45
Message: <39415161@news.povray.org>
Very kewl ...

What about adding more than one player per party ??? or more than
two parties ???
Isn't it faster, to jump about the ball, to get behind it ???
Are the bots and the ball only moving, or are they rotating, too
???

or shorter: What degrees of freedom do I have, to control the
behavior ???
What facts can I (as bot) ask from the szene ???
Can I try to stop the opponent ???


--

 ,',    Jan Walzer      \V/  http://wa.lzer.net     ,',
',','   student of      >|<  mailto:jan### [at] lzernet ',','
  '   ComputerScience   /A\  +49-177-7403863         '


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From: Rune
Subject: Re: Push-Ball Match
Date: 9 Jun 2000 20:28:28
Message: <39418bac@news.povray.org>
"Jan Walzer" wrote:
> Very kewl ...

Thanks!

> What about adding more than one player per party ???
> or more than two parties ???

That is possible already.

> Isn't it faster, to jump about the ball, to get behind it ???

Well, 1) they can't jump, 2) they would all smash into each other...

> Are the bots and the ball only moving, or are they rotating, too???

In this animation they are only moving, but in my new one, the ball is
rolling, and the players are hovering, facing the direction they want to
move.

> or shorter: What degrees of freedom do I have, to control the behavior ???

Not much, in this game. This is the first game of its kind I have made, so I
had to keep things simple. You can only control in which direction you want
to move, and the Y axis is not supported.

> What facts can I (as bot) ask from the szene ???

Quite some. In the package I have just released you can read the details.

> Can I try to stop the opponent ???

You can try to push him away by moving into him.

I appreciate your interest!
Hope you'll like the package I have released.

Greetings,

Rune

---
Updated April 25: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Bill DeWitt
Subject: Re: Push-Ball Match
Date: 11 Jun 2000 16:14:36
Message: <3943f32c@news.povray.org>
"Rune" <run### [at] inamecom> wrote
> "Jan Walzer" wrote:
> > Very kewl ...

    Me too. One question though. Can a bot store up momentum by getting a
running start?


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From: Rune
Subject: Re: Push-Ball Match
Date: 12 Jun 2000 05:19:25
Message: <3944ab1d@news.povray.org>
"Bill DeWitt" wrote:
> "Rune" wrote:
> > "Jan Walzer" wrote:
> > > Very kewl ...
>
> Me too.

Thanks!

> One question though.
> Can a bot store up momentum by getting a running start?

I'm not sure what you mean. The bots can not decide for themselves if they
want to get a running start. Because of inertia the bots will have to get up
in speed first. However, it would be possible to change the game itself, so
that all the robots got a running start. I don't see the reason for that
though.

If that did not answer your question, please ask it again in some other
words, and I'd be happy to try and answer it. You could also try to download
the Push-Ball package from povray.binaries.scene-files, and have a look at
it yourself :-)

Greetings,

Rune

---
Updated April 25: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
The POV Desktop Theme, 350+ raytracing jokes,
miscellaneous other things, and a lot of fun!


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From: Bill DeWitt
Subject: Re: Push-Ball Match
Date: 14 Jun 2000 00:15:00
Message: <394706c4@news.povray.org>
"Rune" <run### [at] inamecom> wrote :
>
> You could also try to download
> the Push-Ball package from povray.binaries.scene-files, and have a look at
> it yourself :-)

    I assume that I will not be able to follow it. But I was under the
impression that each person wrote an .inc that guided the actions of their
ball. Can you write one that has your ball zoom in from the side and just
smack the ball instead of pushing it?


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From: Rune
Subject: Re: Push-Ball Match
Date: 14 Jun 2000 14:02:57
Message: <3947c8d1@news.povray.org>
"Bill DeWitt" wrote:
> "Rune" wrote :
> > You could also try to download the Push-Ball package from
> > povray.binaries.scene-files, and have a look at it yourself :-)
>
> I assume that I will not be able to follow it. But I was under
> the impression that each person wrote an .inc that guided the
> actions of their ball.

For their bot, yes.

> Can you write one that has your ball zoom in from the side and
> just smack the ball instead of pushing it?

With the right settings for the game, that is possible.

However, I haven't had any success with this strategy. The problem is that
the ball is influenced by two forces (when there is two players). You
pushing (or smacking), and the opponent pushing (or smacking). The
opponent's force goes right towards your goal. So if *your* force goes
anywhere else but right towards his goal, the average of the forces will
point towards *your* half of the edge of the game field, and the opponent
will eventually win.

That's why I think the Push-Ball game is rather limited. I don't think it
gives room for trying out so many different strategies.

--
Updated June 12: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!


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From: Jan Walzer
Subject: Re: Push-Ball Match
Date: 14 Jun 2000 16:45:27
Message: <3947eee7@news.povray.org>
> However, I haven't had any success with this strategy. The
problem is that
> the ball is influenced by two forces (when there is two
players). You
> pushing (or smacking), and the opponent pushing (or smacking).
The
> opponent's force goes right towards your goal. So if *your*
force goes
> anywhere else but right towards his goal, the average of the
forces will
> point towards *your* half of the edge of the game field, and
the opponent
> will eventually win.
>
> That's why I think the Push-Ball game is rather limited. I
don't think it
> gives room for trying out so many different strategies.

Maybe the problem is that all the borderline is a goal, and a
contact of the ball and the border makes the game end. It would
be more pleasant to other strategies if either the anglesize of
the goals are limited and there would be some neutral area where
a ball can reflect, or to let the game run for a limited
time(maybe given in frames) and count how often the ball contacts
the goal, to decide who wins ...

This would work for the multiplayer-version to, and I think so
you can implement a new strategy of playing around your opponent
by shooting the ball (maybe only once) to your own goal, but then
it reflect into the opposit direction, and you may have got
around your opponent (you know what I mean?) ???

--

 ,',    Jan Walzer      \V/  http://wa.lzer.net     ,',
',','   student of      >|<  mailto:jan### [at] lzernet ',','
  '   ComputerScience   /A\  +49-177-7403863         '


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