Revisit

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Saw Roboflight for the first time now. Interesting concept.

I would like if robots mimic some kind of air/space vehicle people are familiar with. Like Robocode robots mimic tanks.

MN (talk)03:17, 2 October 2013

It is kind of shocking how many programming games stick with tanks. I can appreciate keeping it simple - manually controlling a real aircraft in 3D would be pretty challenging, before even getting to any strategy or learning. But I'm sure controlling a real tank would be challenging too.

Voidious (talk)16:20, 2 October 2013
 

Maybe helicopters? But I don't know where thrust would fit.

MN (talk)23:27, 2 October 2013

Actually I sort of made it kind of a zero-g 3D based system. The old version was going to be an actual flight based system, I even had front-back, rotation and so forth.

But I decided for a game that is suppose to be fun to play, that it wouldn't be with that. I removed all concept of front, back, top, bottom, left and right to simplify things.

Chase02:42, 3 October 2013
 

Something I realized in hindsight with BerryBots is that a simpler API doesn't necessarily mean that it's simpler for the client of the API. In many cases, even the opposite. Consider that the "API" (instruction set) of a CPU is a hell of a lot simpler than the Java API, but for any real application I'd much rather be working with the latter. I kept the movement API in BerryBots to a single method to fire a thruster that alters your trajectory, but as a consequence you have to kind of understand vectors to make full use of it.

I'm not saying that you should make a user deal with complex 3-D physics or anything, just that there's a sweet spot.

Voidious (talk)04:05, 3 October 2013

Well I think vectors is the simplest way to approach 3D movement unfortunately. Though I could make it more like Robocodes movement, where you only move the distance you specify (in a vector).

Chase05:42, 3 October 2013