|
 |
 |
|
|
|
The
future is here.
Roboforge lets you construct gigantic robotic gladiators, train
them to think and fight, and then unleash them in massive international
tournaments. Sound
too good to be true?
Take
a look to this TUTORIAL and read on... |
|
|
|
|
The
design and construction of a robot is completely up to you. Roboforge
is not just a case of simplistic limb options. It is a full 3D robotic
construction environment. You can construct virtually any kind of
creation by simply clicking components together. You are limited only
by your imagination and ingenuity. You can use components from several
different manufacturers to construct robots that may look like a creature
or vehicle, or ones that look like something never before seen. You
can texturize and color your creation component-by-component. You
can even create your own textures to further personalize your robot.
To get you started, we have a flexible construction wizard that builds
a fully functional robot for you in minutes.
Components can be basic structures, or one of several special types:
|
|
|
|
SENSOR:
Sensors
are the eyes of the robot. Placement of the sensors, combined with
the range and scope of the sensors chosen, affect how well (if at
all) your robot can see its opponent.
|
|
JOINT:
Joints
(or Servos) are the only moving parts of the robot. They have differing
power and speed settings. There are swivel, hinge and telescopic
joints to choose from. Their performance in battle depends on the
weight of the limb they are moving, and the torque on the joint
(how far extended the limb is from the joint), giving a realistic
and challenging element to your construction decisions.
|
|
CONTROLLER:
The
controller is the brain of the robot. It controls how fast the robot
thinks and how well it performs certain automated processes (like
searching for it's opponent if it cannot see it). You can use several
controllers on a robot to increase its thinking capacity and speed.
|
|
ENERGY
GENERATOR: Many
components consume energy when used, particularly joints. Energy
Generators replenish the energy used by the actions of your robot.
More powerful (and expensive) energy generators are required if
you have a particularly hyperactive robot.
|
|
WEAPON:
Weapons
are the business end of the robot. For interest and entertainment
value there are no projectile weapons. Such weapons would render
any design decisions pointless, as the game would revert to simplistic
point-shoot-evade tactics. Instead the robots must conduct hand-to-hand
combat, making for interesting designs and entertaining battles.
The momentum of the blow, combined with the capabilities of the
weapon, determines how much damage is done to the other robot. Damage
is inflicted upon individual components, with the robot's limbs
recoiling (and sometimes exploding) from the impact. Damage is accrued
over the duration of the fight, and affects the performance of components
(i.e. a joint with 50% damage will only operate at 50% of its power
and speed).
|
|
SHIELD:
Shielding
is the best way to minimize damage from weapons. Shielding in strategic
places can mean the difference between winning and losing, especially
when protecting critical components (such as the controller).
|
|
|
|
You
can train your robot to do an unlimited number of 3D combat moves.
These can be defensive and offensive. Movement definition is a simple matter
of positioning the limbs in critical positions and taking a snapshot
of the pose (like a 3D photo). The power and speed of the joints
involved, combined with the weight and extension of the limb, determines
how fast the robot can perform the move. A typical striking move
would only require 2 snapshots (recoil and strike). The simulation
engine fills in the rest of the move automatically.
The
Artificial Intelligence system is where your robot makes decisions
about what moves it wants to do. The wizard system will automatically
build a comprehensive AI system for you, but you can tweak or extend
this system. The robot can process incoming (or stored) information,
and make decisions about what action to take. The interface to the
AI is declarative, which is very close to the way we think. A Decision
example is: "if my opponent is in front of me and within 3 meters,
then do my right hook move" (this is a very simple example).
You
don't need to be a programmer to create your own AI as the user's
interface is fully intuitive: a basic AI just need to select a few
pre-defined function blocks and place them into a graphic flow-chart.
|
|
|
|
|
Once
your robot is ready, you can test it against several training robots
that come with Roboforge. From these fights, you can determine weaknesses
in your design and strategy and make the appropriate changes. Roboforge
lets you analyze the fights in a replay environment which is like
a 3D video/DVD player, letting you determine what your robot was thinking,
frame by frame. Once your robotic gladiator has crushed these opponents,
it is ready for something much, much bigger… |
|
|
|
|
Roboforge
is run like a professional sport circuit. It is an international
circuit and the designers are real people from all over the world.
You can enter your bot into a tournament. Tournaments are NOT pay-to-enter, so robots
can be entered into any tournament free of charge. The tournaments run offline,
so you can build/modify your robots when you have the time and then just enter
them into the next tournament. Your presence is not required during the
tournament.
When the tournament is finished you can watch the resulting tournament battle replays (3d graphic). There are
"ranked" and "un-ranked" tournaments with different weight (or rather,
credit-limit) classes. Results from ranked tournaments are recorded on a 57 day,
rolling total leaderboard.
You can also challenge someone else's bots online in a challenge room. Once
again there is no human intervention: one person hosts the battle and when it's
done both players can view the replay.
|
|
|
|
|