tag:blogger.com,1999:blog-3064325214589649535.post6762056950956485850..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: The Bouncy Stick ProblemJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-3064325214589649535.post-1518379327839592202011-12-11T13:26:39.744+01:002011-12-11T13:26:39.744+01:00@Deniz: That would work to eliminate the overshoot...@Deniz: That would work to eliminate the overshoot but if applied constantly would also introduce lag, since it's just general smoothing. The solution needs to be checking for the specific case, I think.Ben Hymershttps://www.blogger.com/profile/02845256443311896114noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-17143436926153785492011-12-11T00:32:08.892+01:002011-12-11T00:32:08.892+01:00I think using stickValue = (previous + current)/2 ...I think using stickValue = (previous + current)/2 would also be a correct solution.Deniz Mert Edincikhttps://www.blogger.com/profile/06608210566271834470noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-37175891432389210982011-11-02T09:00:37.662+01:002011-11-02T09:00:37.662+01:00Joost, as a player and observer only and someone n...Joost, as a player and observer only and someone not at all involved in development or troubleshooting, I found this article extremely interesting! I love these small, yet common, issues that arise from tech and human usage. And I love that you find a very effective, human-centered way of solving it!<br /><br />Reminds me of how cars are designed with a specific amount of "bounce" in mind so as to replicate the same frequency of the sine-wave motion of walking, so that the bounce isn't noticeable in a car!sonicblastoisehttps://www.blogger.com/profile/07097856468506416824noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-45178549597141079592011-10-30T16:13:05.928+01:002011-10-30T16:13:05.928+01:00@Ben: Good point, going back to neutral already fo...@Ben: Good point, going back to neutral already for that one frame is probably a better solution! :)<br /><br />@Dan: I am co-founder and lead programmer at Ronimo Games, so I don't have a boss who tells me what I can and cannot say: I am that boss myself. ;) We do have 7 co-founders, though, and we often work with publishers and consoles, which all add limitations, but in general there is a lot of stuff I can talk about. :)Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-86091632647055109142011-10-30T00:55:26.542+02:002011-10-30T00:55:26.542+02:00a really interesting article. These kinds of bugs ...a really interesting article. These kinds of bugs can be really hard to pin down - it would have taken me a very long time to look beyond the code and at the controller! The graphs are great too.<br /><br />I like other peoples solutions also but my position is that the solution chosen works and was tested, so why look for further solutions?<br /><br />Joost, it's really good reading blog content on Awesomenauts. In my past experience, blogging on projects I am working on can be hard to get permission for, especially when there are other parties such as clients to consider, it can be a very 'closed door' affair. I am really curious about your set up as you blog about stuff from your professional life and also have your own projects on the side. Does this work ok or cause any issues?Danhttps://www.blogger.com/profile/04942789327676568967noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-64347486129507677592011-10-29T20:42:29.005+02:002011-10-29T20:42:29.005+02:00Surely your solution will result in 1 frame too ma...Surely your solution will result in 1 frame too many at the extreme position? What I'd do is something like this:<br /><br />if(abs(previous) > threshold && sign(previous) != sign(current))<br />{ current = 0; }<br /><br />A tiny change from yours I know, but if you're going for super-responsiveness (which I totally applaud, and is something programmers should focus on more!), then perhaps this would work better.Ben Hymershttps://www.blogger.com/profile/02845256443311896114noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-28412618635704476032011-10-29T18:45:00.880+02:002011-10-29T18:45:00.880+02:00Saying that you are implying someone has reflexes ...Saying that you are implying someone has reflexes fast enough to move the stick from left to right in less that .066 seconds which seems impossible but hey, I could be proved wrong. Regardless, I believe Joost came up with a very intuitive approach on how to solve the problem that will solve the problem for all.Drew Hobsonnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-40489390918296765512011-10-29T14:33:01.608+02:002011-10-29T14:33:01.608+02:00But gamers may be a better quickdraw than you or a...But gamers may be a better quickdraw than you or anyone you know are. You should avoid hampering them ofcourse, and while improbable, it is possible :) Just mentioning as an academic train of thought.Thijmen Binkhttp://www.digitaldreamsgames.comnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-85399970171094676112011-10-29T14:11:27.083+02:002011-10-29T14:11:27.083+02:00Interesting point, I think that would probably ind...Interesting point, I think that would probably indeed be an improvement! :)<br /><br />However, I don't think the difference would ever have effect in a real situation, because my current solution already picks out the bounces practically perfectly.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-6877343715942885002011-10-29T13:59:10.431+02:002011-10-29T13:59:10.431+02:00Couldn't you make that threshold dependent on ...Couldn't you make that threshold dependent on the previous (-1,1) value too? It won't bounce as much when you have it at at -0,5 and release. I understand that people might be inclined to have it near -1/1 in Awesomenauts, but for other things, you never know.Thijmen Binkhttp://www.digitaldreamsgames.comnoreply@blogger.com