TheReelTodd Sector Admin
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Sunday, February, 06, 2005 6:34 PM
wwwmwww Wrote:...I don't mind at all. I actually like the glow you added to the jet wall... |
Actually, the glow was put there only to make it stand out better - didn't show up well without it. It wasn't a creative move, just a functional one
And the reason my AVI file didn't play on your computer is because I forgot the autoplay attribute. Whoops! I fixed that.
In regards to people with dial-up connections being able to see the page LOADED with the large animation files... well, it may take a long time for them to get all that. Oh well. They should be able to read the message text as it will still load regularly. Whether or not they stick around for the animations depends on their curiosity level after reading all this stuff.
And I PM'd you with some stuff you may find useful
Well, I'm about to PM you, so give me a minute if you're reading this right now (time of posting).
        
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 07, 2005 8:08 AM
Thanks Todd. I got the PM. I'll reply more as I have time, which I have little of during the week.
I'll be back as soon as I can...
Carl
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Sunday, February, 13, 2005 6:00 PM
Wow!!! Take a week off and this is already on page 2. Is it just me or has posting around here sure picked up? By the way, I just noticed this is my 300th post. What do you know... maybe in another 6 months I'll be in the top 25.
Now on to the discussion...
TheReelTodd Wrote:
Ok, as I tried to back track and address some specifics... I realized that you had already illustrated your points so very thoroughly, there really isn't much left for misunderstanding. Again, you've done an excellent job of illustrating your points and reasoning!
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Thanks. That's what I was trying to do.
TheReelTodd Wrote:
You have obviously put a lot of thought in to not only animating the light cycles, but HOW they should be animated. And along with that - you've considered various possibilities of how to do so - mainly how the cycles turn and how close they can approach each other or a wall they as they turn.
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Yes, my aim is to write the code general enough such that it does a big chung of the work for me. I want a set of rules that make sense and are easy to apply. With that all I should have to do is put in a set of paths that obay the rules and with the proper camera movements I should have an animation. Atleast that's the aim. If it's simple enough it can be reused for more then just making one animation. I have an idea for a turn based game that could be played with it.
TheReelTodd Wrote:
If I were animating light cycles for a cinematic sequence, I'm not exactly sure how I'd go about it. Off the cuff, I may do something very similar to what they did in the film (or what I think they did), which is plan the major elements of the light cycle competition, but not attempt to animate it as an entire animation that is fully filled in from start to finish. If the animation would never be shown to the audience as a complete and in real time account of the events, it is then possible to simply plan the main elements of the dual and base timing on those elements.
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I agree. I'm sure that's what was done in the film. However I want something that is a whole real time account of the match. I want to be able to plan out a whole match and place a dozen or so cameras (some moving, some fixed) that film the whole match and make the animaton by taking the first 30 frames from camera 1, the next 125 frames from camera 4, etc. Frame 274 from camera 2 is taken at the same time as frame 274 from all the other cameras. This way the match is watched in real time. Each bike will also have a camera in the cockpit to give you the in-bike view from the level of the game grid.
TheReelTodd Wrote:
For instance, you might see two cycles near each other and head in to the duel. This is a relatively easy part to plan and animate. Then as the two cycles start trying to out maneuver each other, the animator can cheat. That is the animator need only plan around a few quick turns and base timing (and start points for that part of the animation) around those few precise and quick turns. As soon as the camera angle changes, more cheating can take place. By cheating, I'm talking about animating just short and intense portions of the duel based on the planned moves and counter moves for each cycle and having the cycles already be in the perfect positions based on proper timing of events - charting it backward. In other words if you know the cycles will need to come close to collision at a certain point, then you simply start at that point and animate them backward from that point and then forward from that point. When played back linear - it appears to be a close call to the audience.
There's a little more to it than that, since each duel set up is not based on a single turn and counter turn, but more likely to involve several turns and counter turns. But the basic premise (of animating chunks of the duels at a timeabortion pills online abortion pill online purchase cytotec abortion |
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Sunday, February, 13, 2005 6:41 PM
TheReelTodd Wrote:
And the cycle placement in quick turns should generally be hidden between frames (whenever possible) so that it doesn't look like the cycle jumped positions (i.e. was up here in the up move, then way over there in the turn back move).
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I agree this looks good for a quick turn. I was thinking about maybe there shoud be a rule that the bike itself isn't drawn on segments of the path that are shorter then the bike itself to avoid the "jumping" effect. Note if you were to draw the bike going up in the segment it would appear to have already gone past the point of the second turn. Atleast the front wheel would have. However the problem with the rule is seen when asking what happens when there are a bunch of short segments in a row? Again the staircase pattern is an example but not the only one. Plus just how many turns should be allowed to take place between any two frames. Personally I think two should be the max. What are your thoughts?
Carl
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TheReelTodd Sector Admin
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Sunday, February, 13, 2005 7:24 PM
wwwmwww Wrote:Good question. Anyone else want to offer their thoughts? |
It would be cool if other people joined in this discussion, but I'm not sure of the likelihood of that. We've both been very long-winded and there's been a lot of technical talk and high-level mathematical examples. I must admit, I have to work a little myself to follow the match talk. I get it (the general points of it), but I'm not even close to being able to talk with that kind of mathematical articulation. Funny thing is, I think visually in terms of space and 3D and I sometimes have a little trouble verbalizing what I'm seeing in my mind as I try to describe what's in there. But it seems you've followed my points well enough, as I have yours.  But this discussion has gone pretty deep in to these possibilities and I'm not sure how many people will take the time to get in to it. That's ok if they don't though. I'm enjoying it a lot personally  And I’m sure EVERYONE will enjoy the eventual polished animations that result
And yes, there's been a LOT more activity here at The Sector lately! Threads can end up buried pretty quick these days!
In to the discussion - very good points addressed, Carl.
Your game idea sounds really cool, but I'm going to stick to the mechanics of light cycle animation for now.
wwwmwww Wrote:However I want something that is a whole real time account of the match. I want to be able to plan out a whole match and place a dozen or so cameras (some moving, some fixed) that film the whole match and make the animation by taking the first 30 frames from camera 1, the next 125 frames from camera 4, etc. Frame 274 from camera 2 is taken at the same time as frame 274 from all the other cameras. This way the match is watched in real time. Each bike will also have a camera in the cockpit to give you the in-bike view from the level of the game grid. |
I kind of thought you were aiming at that. Well, there's no debating how cool it could be. Following an entire competition from A to Z would be very cool. I was just thinking it would require a lot more work since all the in-between stuff would also need to be planned, plotted, and animated. By "in-between stuff" I'm referring to the parts where the camera's focus is on two cycles (in a math with more than two cycles), the other cycles, even while out of camera, would still need to be planned, plotted, and animated - even though it may not be seen by the audience.
However, since you are working toward programming a system that would allow you to simply plot the cycle paths and then choose camera shots later, this everything is animated methodology could open up some really cool possibilities. Since ALL the cycles will indeed be animated regardless of where the focus of the camera is, it may be possible to have camera focus on two cycles dueling while two other cycles are also seen dueling far off in the background. I don't think I need to spell out how cool shots like that would look!  I wouldn't be surprised if you were already thinking about shots like that.
In answer to maintaining the jet wall connected to the rear tire:
wwwmwww Wrote:I guess one approach might be to render a frame where the bike is half a tire radius ahead and another frame where the bike is half a tire radius behind its position in each normal frame. Then as I'm putting the animation together if tire separation is seen in that frame pick a substitute from the two backups that were also rendered. The bike's apparent speed might seem to have an odd jump at that point but I sort of doubt it'd be noticeable. That's one possible fix anyways. |
Ok, I was about to propose a dual animation scenario for this, but as I re-read the above quote, I think you're already stating what I was thinking. My idea was going to be animating the sequence twice, the second a
        
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TheReelTodd Sector Admin
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Sunday, February, 13, 2005 7:42 PM
wwwmwww Wrote:I was thinking about maybe there shoud be a rule that the bike itself isn't drawn on segments of the path that are shorter then the bike itself to avoid the "jumping" effect. |
Yes, I agree.
wwwmwww Wrote:However the problem with the rule is seen when asking what happens when there are a bunch of short segments in a row? Again the staircase pattern is an example but not the only one. |
Yep - the staircase would be a problem, as would any occurrence of very quick turns.
wwwmwww Wrote:Plus just how many turns should be allowed to take place between any two frames. Personally I think two should be the max. |
Well, yes and no. I see this as a good rule to utilize when making animations, but not a good rule to actually explain as a rule or property of light cycles themselves. I don't think you meant it as a light cycle rule so much as just an animation rule though.
Now on the staircase, I think it may be possible to actually animate that without it looking too funny. It gets done in online multi-player light cycles from time to time - often as a victory dance performed by the winning cyclist for the round. I'm thinking of cheating and recording some moves like this to see how it looks on the frame level. In real time it never looks funny. But that may be because in real time, it's also playing at about 85 fps and not 24 fps. That may be the major difference. But I'm still tempted to record these moves and convert them to 24 fps and see what it looks like when I have the time. It may offer some insight in how to deal with this kind of thing... or it might look odd. We'll have to see.
BTW - I think the TRON 2.0 light cycles actually pivot in the center of the cycle. It's almost never noticed because of the speed in which the game travels and the higher frame rate. It makes sense for the game to be like that as it is played in real time, but I don't think it would be a good approach for animating them like that.
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 10:32 AM
TheReelTodd Wrote:I kind of thought you were aiming at that. Well, there's no debating how cool it could be. Following an entire competition from A to Z would be very cool. I was just thinking it would require a lot more work since all the in-between stuff would also need to be planned, plotted, and animated. By "in-between stuff" I'm referring to the parts where the camera's focus is on two cycles (in a math with more than two cycles), the other cycles, even while out of camera, would still need to be planned, plotted, and animated - even though it may not be seen by the audience. |
I view it as a basically a two step process. First is getting good paths for all the cycles to follow. The second would be in placing the camera in the right locations and having them pointed in good directions to capture the action. The second step I expect to actually be the harder of the two. Where as each bike just follows one spline, each camera needs two, one for its position and another for it's look at location. And those splines will be more complex. They will be smooth arcs and not made up of 90 degree segments, well aside from the cameras placed in the bikes themselves.
TheReelTodd Wrote:
However, since you are working toward programming a system that would allow you to simply plot the cycle paths and then choose camera shots later, this everything is animated methodology could open up some really cool possibilities. Since ALL the cycles will indeed be animated regardless of where the focus of the camera is, it may be possible to have camera focus on two cycles dueling while two other cycles are also seen dueling far off in the background. I don't think I need to spell out how cool shots like that would look! I wouldn't be surprised if you were already thinking about shots like that. |
Yes, I want to capture as much action in frame as I can. I want zooms from views of the whole game grid showing ALL the action into shots of two bikes racing side-by-side. I want pans as bikes zip past the camera. And shots that show action in both the forgroud and the backgroud as you describe.
TheReelTodd Wrote:
Ok, I was about to propose a dual animation scenario for this, but as I re-read the above quote, I think you're already stating what I was thinking. My idea was going to be animating the sequence twice, the second animation would be started just about a half tire-rotation further in to it to offer slightly different frames, but still very close to the original in terms of spacing. Then this second set of frames could be substituted where wheel-separation or false-collisions are seen in the primary animation frames. Making single frame substitutions in a high-speed animation would most likely not be noticeable. Ok, I'm sure that is exactly what you were proposing.  Funny how we're thinking very similar on many of these points. That must be a good sign  |
Yes, that sounds exactly like what I was thinking of. It should be the simpliest fix.
TheReelTodd Wrote:In my creative video work, I use the 16x9 ratio. That's the size of the new, HDTV sets and also becoming the new standard screen size. My camera has a setting that allows me to shoot at that ratio without using false letterboxing (where the top and bottom of the screen are just covered up with a black bar to simulate wide screen). When I take the video and resize it to a frame size that can be properly displayed on computers, I end up with a resolution of 640x360 which is a ratio of 16x9, or wide screen as it's being called. |
Yes, any final animation certainly would have been in wide screen. 640x360 sounds perfect. I can certainly start making my test renders with that ratio/resolution.
Carl
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 10:46 AM
TheReelTodd Wrote:
Well, yes and no. I see this as a good rule to utilize when making animations, but not a good rule to actually explain as a rule or property of light cycles themselves. I don't think you meant it as a light cycle rule so much as just an animation rule though. |
Correct... but it also does go both ways to an extent. The distance a bike travels per frame is set by it's speed. The number of turns it can make in that distance should be set by the underlying grid. If the spacing between turns is set to 1 unit then a bikes max speed should be limited to 2 units per frame.
TheReelTodd Wrote:
Now on the staircase, I think it may be possible to actually animate that without it looking too funny. It gets done in online multi-player light cycles from time to time - often as a victory dance performed by the winning cyclist for the round. I'm thinking of cheating and recording some moves like this to see how it looks on the frame level. In real time it never looks funny. But that may be because in real time, it's also playing at about 85 fps and not 24 fps. That may be the major difference. But I'm still tempted to record these moves and convert them to 24 fps and see what it looks like when I have the time. It may offer some insight in how to deal with this kind of thing... or it might look odd. We'll have to see.  |
I'll be making some staircase animations too so we'll see what I can come up with. This is the first I've heard of the games themselves being animated at 85fps. That sounds very fast. Is that just TRON 2.0 or is that true of all games like Armagetron, etc.
TheReelTodd Wrote:
BTW - I think the TRON 2.0 light cycles actually pivot in the center of the cycle. It's almost never noticed because of the speed in which the game travels and the higher frame rate. It makes sense for the game to be like that as it is played in real time, but I don't think it would be a good approach for animating them like that.
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Well if they do pivot about their centers there might be frames just after a turn where the wall comes out the side of the bike and doesn't touch the rear wheel at all. If you could capture a frame like that I'd sure like to see it.
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 2:19 PM
wwwmwww Wrote:
I view it as a basically a two step process. |
Actually come to think of it there are a couple other steps I haven't even considered yet. Those being sound effects and a score. But I'll cross that bridge when I come to it.
Carl
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TheReelTodd Sector Admin
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 6:02 PM
wwwmwww Wrote:This is the first I've heard of the games themselves being animated at 85fps. That sounds very fast. Is that just TRON 2.0 or is that true of all games like Armagetron, etc. |
I'm not really sure if that's the exact frame rate, but I think it's close. My monitor is set to a refresh rate of 85KHz and the game itself will try and run at the fastest frame rate that my hardware can support. Light cycles runs pretty smoothly when I turn off the glowing effects, so I'm guessing that it runs close to 85 fps or close there to.
Armegetron has a fps display in the corner I think. You may have to turn it on in the options, but I think it does offer one. TRON 2.0 does not have that option, or at least I've not been able to find it. There may be a cheat code for it, but I haven't gone looking.
wwwmwww Wrote:Well if they do pivot about their centers there might be frames just after a turn where the wall comes out the side of the bike and doesn't touch the rear wheel at all. If you could capture a frame like that I'd sure like to see it. |
Yeah - I think I've actually seen something close to that before. I'm not sure if it's because of their pivot point or game glitches though. TRON 2.0's online multi-player light cycles is full of glitches, one of which is sometimes, for brief moments, the light cycles will appear to be traveling sideways. I think this glitch is when the server sends the computers the command that the cycle is traveling in the right direction, but the command to actually face the cycle in that direction gets lost momentarily. Again, this has little to do with pivots and more to do with improper light cycle positioning. I will try and take some video of a light cycle doing "the stairs" moves just to see how it does pivot and how noticeable it ends up looking.
wwwmwww Wrote:Actually come to think of it there are a couple other steps I haven't even considered yet. Those being sound effects and a score. But I'll cross that bridge when I come to it. |
Yeah - that's going to take some time to get down. The score may not be as hard if you just find some fitting music. But syncing the sounds to the action may be tricky for the cycles. You'll need to find proper audio clips to use. Not sure if you'd be able to record clean the sound samples from the film because I think there's a lot of overlapping sounds. There might be a way to get samples of the game audio - it's close to the films, but not exact. I'm not sure how to lift a clean audio sample from the game though. I've read about some software packages that can read the game's rez files, but I'm hesitant to install things like that, that I know little about.
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Kamui User
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 6:29 PM
Okay. Can some one catch me up here with the non-mathy explanation seeing as math isn't my strong suit?
~Kamui.EXE
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What should I put here today?
http://mediamaniacgeek.blogspot.com/
TALES OF A MEDIA GEEK |
TheReelTodd Sector Admin
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 7:51 PM
Ok, Carl, I've taken some video of a TRON 2.0 light cycle making high speed turns. I made a macro to do the "stairs" as we've been talking about and also quick back and forth turns.
Upon review of the video, the cycles in TRON 2.0 do indeed pivot in the center, with the jet wall appearing to come from the center of the cycle in some frames. Doesn't look pretty like that either!
I took some footage of some quick turn moments and played them back in real time, and at half speed - to show the move mechanics at a speed the eyes can follow easier.
Unfortunately, the video is not cooperating. I HATE working with interlaced video!  Grrrrr!
Anyway, I know a trick or two to beat it in to submission and generate the video file properly. But it will have to wait for tomorrow (hopefully I'll have the time then).
But the cycles pivot in the center. Good for game play, but bad for animation... UNLESS the pivots can be hidden between frames...
Out of time. More tomorrow...
Oh - Sorry, Kamui - no time to nutshell this thread right now. You don't need to be a math genius to understand the basics of it. Carl's animations speak volumes. I'd just say read as much as you have time for, and enjoy!
        
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 10:49 PM
TheReelTodd Wrote:
I'm not really sure if that's the exact frame rate, but I think it's close. My monitor is set to a refresh rate of 85KHz and the game itself will try and run at the fastest frame rate that my hardware can support. Light cycles runs pretty smoothly when I turn off the glowing effects, so I'm guessing that it runs close to 85 fps or close there to.
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Interesting... what's it look like with the glow effects turned on?
TheReelTodd Wrote:
TRON 2.0's online multi-player light cycles is full of glitches,
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Actually in my playing I've found a 'glitch' in the current version of POV-Ray too. See if you can tell me what's wrong with this animation.
Believe it or not the mistake wasn't mine but POV-Rays. To be honest I didn't believe it myself at first either. If you are interested in the detals check out this thread
http://news.povray.org/povray.advanced-users/thread/%3Cweb.41fd6f6253e7090a29d4ff530%40news.povray.org%3E/
TheReelTodd Wrote:
Yeah - that's going to take some time to get down. The score may not be as hard if you just find some fitting music. But syncing the sounds to the action may be tricky for the cycles. You'll need to find proper audio clips to use. Not sure if you'd be able to record clean the sound samples from the film because I think there's a lot of overlapping sounds. There might be a way to get samples of the game audio - it's close to the films, but not exact. I'm not sure how to lift a clean audio sample from the game though. I've read about some software packages that can read the game's rez files, but I'm hesitant to install things like that, that I know little about.
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Again I'll cross that bride latter. To date I haven't added any sounds to any animations so I'll have to learn how to do that first. I'm sure it isn't that hard, I just haven't had the need yet.
Carl
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 10:59 PM
By the way... just so you know I've found a work around that lets me avoid that bug in POV-Ray so it's not a major problem.
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 11:04 PM
Kamui Wrote:Okay. Can some one catch me up here with the non-mathy explanation seeing as math isn't my strong suit?
~Kamui.EXE |
Welcome to the thread Kamui. My math always seems to scare people away. Sorry about that. However feel free to ignore the math and just enjoy the animations. I'd like it if you could tell me what you like and what you don't like and if you have any ideas on how I can improve things I'm all ears.
Thanks,
Carl
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 11:07 PM
TheReelTodd Wrote:Out of time. More tomorrow... |
No rush... I look forward to seeing what you have.
Thanks for going to the trouble,
Carl
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wwwmwww User
 Posts: 1,230 | Re: Light Cycle: Rules of Engagement on Monday, February, 14, 2005 11:21 PM
Here just threw this together...
Note that if the red cycle is moved far enough forward to avoid the rear wheel seperation in ANY frame then it will crash into either the orange or blue cycles. The only fix I see is to make the walls farther apart and I'm not sure I want them any father apart.
Carl
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Tori User
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Tuesday, February, 15, 2005 12:42 AM
Those moving lightcycles are cooool!
How did you do that? ==
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Traahn User
 Posts: 3,305 | Re: Light Cycle: Rules of Engagement on Tuesday, February, 15, 2005 2:54 AM
OMG, wwwmwww you have me literally cracking up over here!!  I don't have time tonight to peruse the light cycle physics insanity you've written, but I plan to some day. And when I do, I'm sure there'll be a nice combination of both laughter and utter amazement at the details you've provided. This will definitely be an interesting read, to say the least.
I'd ask for you to chart out for us the random behavior of identity discs in relation to their release angle and velocity, but I'd be afraid you'd turn it into a life long project. Never answering the simple question of "What makes an identity disc fly so controllably, yet so randomly."
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I'm getting out of here right now, and you guys are invited.  -----^ |
Kamui User
 Posts: 0 | Re: Light Cycle: Rules of Engagement on Tuesday, February, 15, 2005 3:29 PM
wwwmwww Wrote:Kamui Wrote:Okay. Can some one catch me up here with the non-mathy explanation seeing as math isn't my strong suit?
~Kamui.EXE |
Welcome to the thread Kamui. My math always seems to scare people away. Sorry about that. However feel free to ignore the math and just enjoy the animations. I'd like it if you could tell me what you like and what you don't like and if you have any ideas on how I can improve things I'm all ears.
Thanks,
Carl
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Thanks, Boingo.
Anyways, I handle huge technical explanations better in point form. Here's what I sorta understand:
- Something about the lightcycle spacing on the grid.
- Something about the turn radius?
As for challenging us as to what went wrong in one of your animations, I think I know where it is. Top. Almost dead center I think.
~Kamui.EXE
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What should I put here today?
http://mediamaniacgeek.blogspot.com/
TALES OF A MEDIA GEEK |
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