collision-detection

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  • The Daily Grind: Should character collision matter?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.03.2013

    The first MMO I ever played was Final Fantasy XI, which had something like a collision mechanic. Running into another player would stop my movement for a moment, but after a second both characters would pass through one another. At the time, I didn't understand that this was done to prevent griefing by preventing players from literally blocking off important locations or walling people in, something that was a minor issue anyway because of the game's nonexistent PvP at the time. Many games now available do away with collision altogether, letting players occupy the same space without a thought for logic. On the one hand, this means that crowded spaces are more easily navigated, unlike the fleet area in Star Wars: The Old Republic's, in which movement is a series of desperate jumps as you try to reach anything. On the other hand, there's something to be said for having physical space play a larger role and forcing players to consider the size of what they're running around. So today we ask you: Should character collision matter? Or should we all just run straight through one another without a care in the world? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Continental gets automated vehicle approved for Nevada roads

    by 
    Sean Buckley
    Sean Buckley
    12.20.2012

    Google isn't the only outfit puttering around Nevada roads with its hands off the wheel -- German automotive supplier Continental has the state's approval to let the computer take the wheel, too. Earlier this week the Silver State signed off on the German company's safety, employee training, system function and accident reporting plans, granting Continental a testing license and adorning its vehicles with red license plates. It's the very same treatment Mountain View received back in May -- but Continental's cars aren't exactly direct competitors to Google's fare. The company's "highly automated vehicles" are more of an advanced cruise control system than a self driving car -- capable of navigating stop and go traffic on a freeway, for example, but still requiring the driver to take control as their exit draws near. Continental sees the partially autonomous vehicle as a stepping stone to fully automated cars, and plans to offer the partial solution between 2016 and 2020, switching up to fully automated driving systems by 2025. The company hopes refine its testing to meet this goal in Nevada, putting its stereo camera and sensor equipped vehicle through freeway and rush-hour trials in real traffic. The company's ultimate goal, of course, is to eliminate accidents and fatalities on the road. Check out the firm's official PR after the break.

  • City of Steam dev blog talks pathfinding challenges

    by 
    Jef Reahard
    Jef Reahard
    10.02.2012

    Did you wake up this morning and think, "Hmm, if there's one thing I'd like to know more about, it's pathfinding in City of Steam." If so, you're in luck. If not, well, too bad, because you're reading this post, which is about City of Steam pathfinding. More specifically, the folks at Mechanist Games have released a new dev diary that dives deep into the nitty gritty of the steampunk title's optimization process. As it happens, the game's movement system relies on a grid to determine what is possible or impossible as a move. This makes it challenging to present a smooth WASD input option for the player. Head to the official CoS site to see how the devs are tackling the issue.

  • University of Michigan connects 3,000 cars for year-long safety pilot

    by 
    James Trew
    James Trew
    08.22.2012

    Road safety continues to be a major concern for both researchers and car makers alike. Yesterday saw yet another real-world trial kicking off, this time on a much grander scale. A total of 3,000 vehicles in Ann Arbor, Michigan are taking part in a 12-month project run by the state's Transportation Research Institute. The vehicles have Dedicated Short Range Communications and video recording facilities, which means the cars can communicate with each other, traffic signals, and share data to a central platform -- which in turn issues warnings when high risk situations, or if traffic problems occur. Of course, this trial will also create a massive data set, which researchers will be able to plunder, and help the National Highway Traffic Safety Administration (NHTSA) better determine the viability of such systems. So while it's unlikely to lead to self driving cars just yet, it's a step in the right direction.

  • Exclusive: Grimlands dev talks post-apocalyptic PvP, item decay, and more

    by 
    Jef Reahard
    Jef Reahard
    07.02.2012

    During last month's E3 and earlier this year at GDC, we got a chance to lay our hands on Grimlands, a new sandbox-shooter hybrid from gamigo. Given the game's post-apocalyptic setting and our fondness for open-world, off-the-rails titles, we were quite excited to take it for a spin. We also had plenty of questions for the devs, and fortunately product manager Bjoern Cahnbley was able to answer a few of them. Head past the cut to find out about PvP flagging, item decay, vehicles, and a lot more.

  • Panasonic details radar-based technology that can detect collisions in low light

    by 
    Dana Wollman
    Dana Wollman
    04.27.2012

    Collision detection for cars? Yeah, scientists are on that. But whenever we read about concepts like this, the accompanying literature is often curiously light on details pertaining to real-life driving conditions; it's often unclear how well the tech will fare if you dredge it up on a foggy day, or in the middle of torrential storm. But in that press release you see down there, low visibility and poorly lit roads are all Panasonic wants to talk about. The company just unveiled its new crash-avoidance system, which, like other concepts we've seen, uses millimeter-wave radar technology to detect pedestrians and bicyclists. Since humans tend to reflect weaker radar signals than cars, Panasonic has designed a new pulse radar code sequence that allows pedestrians to leave a bigger footprint. It's so effective, the company claims, that it can detect bystanders up to 40 meters (131 feet) away, and will work at night and through rain, fog, snow and blinding sunlight. That all sounds promising, of course, but as with other concepts, it's not clear, when, exactly we'll see this system put to good use in the real world.

  • GM demos accident avoidance system with brains and long range

    by 
    Terrence O'Brien
    Terrence O'Brien
    10.20.2011

    Collision avoidance systems aren't exactly exciting new news any more. But most of these systems, even the ones that jerk the wheel out of your hands, simply detect obstacles -- they don't talk to each other. GM's new prototype uses Dedicated Short-Range Communication (DSRC) to share data with other vehicles. The cars not only detect other motorists, but construction zones, police activity, and slowed or stopped traffic. Unlike a similar concept from Ford, GM doesn't just talk to cars in the immediate area, but can detect trouble up to a quarter mile down the road, offering plenty of warning time for you to change course or hit those breaks. We think the company's estimate that such a system could avoid 81-percent of crashes in the US is a tad optimistic though -- clearly they don't realize how big of jerks most drivers are.

  • Continental readies stereo camera system for 'seeing' cars

    by 
    Dana Wollman
    Dana Wollman
    05.05.2011

    The idea of cars preventing accidents before they happen isn't novel, but at the end of the day, collision detection systems are only as smart as the information being fed to them. That's the ethos behind Continental's new stereo camera system, which spots people, pets, and other objects in a vehicle's path, and measures their height, distance from the vehicle, and how they might be moving. This rig, which will be just another part of Continental's ContiGuard safety system, uses the difference in the lenses' optical paths to make these calculations -- so long as those obstacles are 20 to 30 meters (66 to 98 feet) away. The company also says the cameras are sharp enough to detect partially obscured objects, and claims accuracy within 20 to 30 centimeters (8 to 12 inches). No word on when it will be ready to ship seeing cars, though if the press release is any indication, German drivers are likely to get their test drive first.

  • Ford's intelligent vehicles communicate wirelessly, shoot hula hoops out of tailpipes (video)

    by 
    Tim Stevens
    Tim Stevens
    01.27.2011

    Imagine how many accidents could be avoided if we all had perfect X-Ray vision -- assuming, of course, that everyone could refrain from being distracted by all the naked pedestrians. Drivers would never be surprised by rapidly slowing traffic, cars broken down around blind curves, or autos zooming into blind spots. No matter how many ads we respond to in the back of Mad Magazine we'll never have that, but Ford has an alternative with its Intelligent Vehicle Research: cars that simply rely on GPS and a wireless data connection to beam their location and speed to each other. Autos alert their drivers when a car at the front of a convoy is rapidly decelerating or when there's a broken down rig right around the next bend. Interestingly the tech is using WiFi, not cellular data, so range is somewhat limited, but still far enough to warn drivers with blinking lights or trigger an automatic-braking system. It's all demonstrated in the video after the break and, while there are no crazy platooning stunts like Volvo recently showed off, we have to figure that's coming in version 2.0.

  • Perpetuum dev blog talks new features, Interference system

    by 
    Jef Reahard
    Jef Reahard
    01.13.2011

    Wondering what's going on in the world of Perpetuum? Wonder no more, as the official Perpetuum dev blog has been updated with news of today's patch as well as a number of both client and gameplay tweaks. First on the agenda is the fact that Avatar Creations is now offering two new languages for its sci-fi sandbox, and we're sure both the Slovenian and French-speaking communities will appreciate it. The patch also features the introduction of a new heavy mech robot (the Lithus), which "can be thought of as the big brother of the Sequer, and will satisfy all your hauling needs" according to Avatar's BoyC. Next up are a couple of additions to the character screen in the form of trophies and losses followed by the coup de grace of this particular patch: the Interference system. In a nutshell, Avatar is attempting to address the fact that players are clustering together in PvP and one-shotting opponents due to a mass of concentrated firepower. The designers intentionally avoided implementing friendly fire and robot collision detection in Perpetuum, and the Interference system "simulates the effects safely fighting in a close group would have on the combat effectiveness of the group in the real world. Basically members of the group would have to be more careful not to shoot any of their comrades, and thus be slower to fire and would have to devote a lot of their attention to working together with their unit."

  • Xsyon beta update adds architecture skills, revamps terrain

    by 
    Jef Reahard
    Jef Reahard
    11.11.2010

    Yep, Xsyon's still around, and the post-apocalyptic sandbox MMORPG from Notorious Games continues its beta testing phase with a full client and server update this week. The patch has also wiped all your beta characters as well as the world terrain, making way for smoother texture revisions that should be visible as you read this. Other significant patch details include the architecture skill (which allows players to create walls and buildings), the masonry skill (designed to complement architecture), and various tweaks to combat and characters. Among these is a revision to the alignment system that flags both defenders and attackers. Finally, the new client boasts several bug fixes related to collision detection, memory leaks, and animation fixes. Check out the full list of improvements on the official Xsyon forums.

  • Age of Conan's Morrison talks tech upgrades

    by 
    Jef Reahard
    Jef Reahard
    10.29.2010

    Age of Conan's Craig Morrison is back with his latest monthly development update. The October edition is very tech-heavy, with a lot of emphasis on the tweaks and additions that Funcom engineers have been making to the game's Dreamworld engine. While a lot of the details may go unnoticed to your average player, the goal is to continue improving the game's performance as well as add tools to further content creation down the road. Of particular note are the additions of Lua scripting capability (to facilitate dynamic events), improvements to the game's collision detection (and the implementation of nVidia PhysX), and tweaks to both DX9 and DX10 clients. Morrison also confirms that Guardians will be the next class to receive a substantial update. He also clarifies the upcoming PvP minigame changes. Check out all the details on the official forums.

  • Volvo S60 features pedestrian tracking, ten years too late for Lizzie Grubman

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    02.10.2010

    We've recently espied some new video detailing Volvo's pedestrian detection system, and while some of this info has been out for a while now we figure it's certainly more than cool enough to warrant a quick look. According to a freshly minted press release, the technology is being featured on the upcoming S60, which -- in addition to the newest in collision detection and auto-braking -- can spot pedestrians who step in front of the car, warn the driver, and automatically apply full braking power if the driver does not respond in time. Vehicles traveling under 22 MPH should be able to come to a complete stop, while anything traveling faster than that will see its speed significantly reduced. You can get an up close and personal look at it this March at the Geneva Motor Show. In the mean time, there's a video and some PR after the break to tide you over. [Thanks, Drew S.]

  • Black Prophecy technical director on game's physics

    by 
    James Egan
    James Egan
    12.08.2009

    Black Prophecy from Reakktor Media is a sci-fi MMO that may ultimately be a bit more accessible to some gamers than reigning sci-fi champ EVE Online. It will be a very different sort of game than EVE, though. In fact, there is still much about Black Prophecy that has yet to be revealed, but the title's certainly got potential from what we've learned so far. While we're hoping to have more information for you about Black Prophecy in the coming months, the team at Reakktor Media is keeping fans up to date with dev diaries explaining some of the different facets of the game. The latest series of these blogs on the game's physics is being written by Black Prophecy's Technical Director Cyrus Preuss, which he continues today by focusing on the physics engine itself. His dev diary is a bit technical, but not all that difficult to follow either. Cyrus explains the concepts of the "physics loop" and the factors which ultimately define the game environment in space. (This includes collision detection, which triggers particle effects and sound effects, but there's quite a bit more to it than that.) If you're curious about this aspect of Black Prophecy's game design, have a look at Cyrus's dev diary or jump into the discussion by the fans on the game's official forums.

  • Latest Ask Cryptic explains space combat tactics in Star Trek Online

    by 
    James Egan
    James Egan
    05.03.2009

    A nice thing Cryptic Studios has been doing across their MMO titles in development is "Ask Cryptic", where fans of Star Trek Online (and Champions Online) pose questions to the developers and get answers. The latest (and tenth) Ask Cryptic for Star Trek Online covers a wide variety of topics. Cryptic explains a bit about space navigation in Star Trek Online, done via three levels of maps -- sector space maps (planets, solar systems, space stations, nebulas, anomalies), system maps (3D), and ground maps which include the surface of planets for away missions as well as space station interiors. They also address a strength of Star Trek Online that not all MMOs have -- entity into entity collision. What does this mean for STO players? Ramming speed! In fact, that will be one of the skills players can select. Cryptic explains the advantage to this, with one caveat: "Keep in mind, if your ship is already badly damaged, you may not want to ram into a fully intact Borg cube, for example. That would be a bad idea. On the other hand, if you know you're going to lose, you could ram into them, hit the self destruct and take them out with you."

  • Ask A Beta Tester: Kalecgos, Wintergrasp, and how much is this going to cost me?

    by 
    Allison Robert
    Allison Robert
    11.09.2008

    We're going to get right down to business this evening, folks. I was kind of heartened to see Willferal (our first questioner) ask about something that's bugged me for a while.EDIT: several commenters have taken issue with the lack of a spoiler warning on this post when it went live at 9:00 pm EST. I genuinely apologize; it should have occurred to me to write one, and it's entirely my fault that one wasn't present. So consider this fair -- if belated -- warning that there's a significant, if general, spoiler in this AABT concerning an important quest chain in Wrath, and if you're trying to avoid spoilers completely, please do NOT read AABT. This column is nothing but a pile of spoilers compressed into a spoiled package and tied with a spoilery bow.Willferal asks...I know that in Wotlk, the players are fighting Malygos. But in TBC, Kalec/Tyri are blue dragons that help us, and Kalec is especially vital in his help to kill Kiljaeden. What's their role in Wrath?I wish I knew. I never found any mention of Kalecgos while leveling, and Tyrygosa only got a brief mention at last year's BlizzCon. Tyrygosa's role in BC wasn't that extensive, but Kalecgos was all that and a box of crackers in Sunwell, so this is a little...mystifying. They both seem on passable (Tyrygosa) to good (Kalecgos) relations with the mortal races, so the involvement of their entire flight in Malygos' war would -- I hope -- concern them somewhat. I really hope Blizzard goes somewhere with this, but as of now I don't think you can expect to find anything in Northrend.

  • Nissan shows off two more collision avoidance prototypes

    by 
    Darren Murph
    Darren Murph
    08.07.2008

    Nissan has a knack for pumping out novel safety advancements every few months, and the latest two are in the same vein as a few previous efforts. Two new technologies, Side Collision Prevention and Back-up Collision Prevention, fit into the auto maker's Safety Shield concept to "help protect the vehicle and its occupants from potential risks coming from multiple directions." As for the first, the tech utilizes side-mounted sensors to activate a warning if an approaching vehicle is detected in the drivers intended lane; from there, a yaw mechanism is "activated through brake control of individual wheels to help prevent a potential collision." For the second, an array of sensors detect potential obstacles and triggers an alarm / puts on the brakes if a collision is about to happen. Per usual, there's no mention of when these brilliant ideas will be implemented into production vehicles, but our insurance bills are pleading for "soon." [Via Gizmag]

  • Funcom responds to concerns following first instances of AoC's "Massive PvP"

    by 
    William Dobson
    William Dobson
    06.19.2008

    Age of Conan players have started getting to the stage where they can partake in the game's much-hyped "Massive PvP" -- the first battlekeeps are up, and you can be sure that people are all too keen to go and knock them down. However, it seems that the first wave of these epic battles have not gone so smoothly, and not just for any guilds left with a pile of smoking rubble.Funcom has posted on the official forums (with the actual message being penned by Gaute Godager) in the hopes of reassuring the community that the problems that have been experienced with these battles are being looked at. The main issues are identified as those of client performance, and those of content and collision. Client performance is apparently the biggest problem being reported, and even before people started to get into massive PvP, some fixes to do with this have been worked on behind the scenes.

  • The importance of collision detection in PvP

    by 
    Shawn Schuster
    Shawn Schuster
    04.21.2008

    Collision detection in an MMO is just one of those things you may take for granted. If it works, you don't really notice it. If it doesn't work, it's a fun little exploit to hide in a rock and amaze your friends! But collision detection is becoming increasingly important in upcoming MMOs such as Age of Conan and Warhammer Online because of their predominant PvP natures.So in a recent post at Relmstein's blog, he dissects the different types of collision detection, how they work and in which situations they would be most useful. These situations can range anywhere from player-to-player, player-to-fixed-object or player-to-moving-object collision. Each one requires its own type of algorithm which reacts differently when applied. Most of these detection methods would be set in place to avoid exploit, but can be tricky when it comes to things like line-of-sight.

  • Age of Conan's defense system detailed

    by 
    Kyle Horner
    Kyle Horner
    03.17.2008

    Everyone is familiar with the tried-and-true combat systems found in just about every MMO to date, although more games are becoming the exception as time goes on. Age of Conan happens to be one of those exceptions and with its very active directional combat system comes some new ways to manage your defenses during the heat of battle. Funcom has gone and made an informative overview of all the different ways to 'defend thy self' in their upcoming Hyborian online adventure. It's a good thing they have too, because there is a lot to consider when keeping your head firmly attached to your body in this game.