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Directly up and down in Eve

First post
Author
Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#21 - 2016-02-03 11:18:32 UTC
CCP Darwin
C C P
C C P Alliance
#22 - 2016-02-03 11:56:25 UTC
Bienator II wrote:
there is another way of dealing with that. You persist the rotation matrix between frames and only apply relative rotations to it (delta between current state and new state).


This solution helps stabilize the dynamic state of the object, but if rotations are input using polar coordinates (which, for example, map well to UI) you can still wind up with gimbal lock resulting from the conversions of those rotations, even if your model is robust.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#23 - 2016-02-03 12:10:07 UTC
CCP Darwin wrote:
Bienator II wrote:
there is another way of dealing with that. You persist the rotation matrix between frames and only apply relative rotations to it (delta between current state and new state).


This solution helps stabilize the dynamic state of the object, but if rotations are input using polar coordinates (which, for example, map well to UI) you can still wind up with gimbal lock resulting from the conversions of those rotations, even if your model is robust.


Mmmmm.... Robust......

No Worries

Vincent Athena
Photosynth
#24 - 2016-02-03 13:23:27 UTC
The way I've always handled it is never do anything with the spherical coordinates, except create them. All motion and rotations are done in a robust coordinate system. Once all motion and rotations are done, convert to spherical. Never try to manipulate the spherical coordinates, and you never have the gimbal lock issue.
As for the UI, in the end you are doing a projection onto a plane, the screen of the computer. Think of it that way, and you can get away without spherical coordinates completely.

This sure takes me back. I first ran into the issue when I was at CalTech, in 1975. I didn't know about gimbal lock, or quaternions, I just knew my graphics code could not handle a vertical wall, until I switched my coordinate system.

Know a Frozen fan? Check this out

Frozen fanfiction

CCP Darwin
C C P
C C P Alliance
#25 - 2016-02-03 15:41:15 UTC
Vincent Athena wrote:
All motion and rotations are done in a robust coordinate system. Once all motion and rotations are done, convert to spherical. Never try to manipulate the spherical coordinates, and you never have the gimbal lock issue.


Sure, that'll work! Unfortunately, you've just described a full EVE rewrite, involving systems that reach to the core of our game and happen to touch everything.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Top Guac
Doomheim
#26 - 2016-02-03 16:05:09 UTC
CCP Darwin wrote:
Vincent Athena wrote:
All motion and rotations are done in a robust coordinate system. Once all motion and rotations are done, convert to spherical. Never try to manipulate the spherical coordinates, and you never have the gimbal lock issue.


Sure, that'll work! Unfortunately, you've just described a full EVE rewrite, involving systems that reach to the core of our game and happen to touch everything.

But this is important.

That 0.5 degree is critical. Game is totally unplayable without it.

/sarcasm
Vincent Athena
Photosynth
#27 - 2016-02-03 17:08:26 UTC
CCP Darwin wrote:
Vincent Athena wrote:
All motion and rotations are done in a robust coordinate system. Once all motion and rotations are done, convert to spherical. Never try to manipulate the spherical coordinates, and you never have the gimbal lock issue.


Sure, that'll work! Unfortunately, you've just described a full EVE rewrite, involving systems that reach to the core of our game and happen to touch everything.

I know, I know...sigh.

Know a Frozen fan? Check this out

Frozen fanfiction

Bienator II
madmen of the skies
#28 - 2016-02-03 17:16:54 UTC  |  Edited by: Bienator II
CCP Darwin wrote:
Bienator II wrote:
there is another way of dealing with that. You persist the rotation matrix between frames and only apply relative rotations to it (delta between current state and new state).


This solution helps stabilize the dynamic state of the object, but if rotations are input using polar coordinates (which, for example, map well to UI) you can still wind up with gimbal lock resulting from the conversions of those rotations, even if your model is robust.


you don't want to use absolute euler input coordinates. Not a single model will help you with that if your input is already causing a gimbal lock. If you do relative rotation you only get a gimbal lock in the highly theoretical case when you rotate more than 90 degrees per frame. (it is theoretical because any physics sim would break long before that and it also would no longer qualify as animation if you would do something like that in games)

For example: instead of using sliders as input, use +- buttons and you can already do relative rotation without hitting the conceptional pitfall of absolute euler angles. You can still extract euler angles from the final matrix and display them in the UI if you are forced to, but don't use them as input.

Relative rotation and transition is far more intuitive in games/physics sims anyway even from the technical perspective. If you are a kerbal in space, pulling on the stick of the spaceship, it will change direction based on its current position. You don't want to think about how it would have to get to that position using 3 angles every single frame. Or how the pulling on the stick translates into 3 angles. You are just rotating around his X axis using his current position and orientation as starting point (object space instead of world space). Very intuitive.

Shallanna Yassavi wrote:

If it's only for the camera, I can see it becoming an issue in tidi fights.
If it's also server-side (I can't seem to fly straight up or down), a frame there is a second.

this would not be a problem

edit: fixed a few funny auto correct typos

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Masao Kurata
Perkone
Caldari State
#29 - 2016-02-03 21:04:47 UTC
Actual practical solution: use the manual navigation keys, you can fly more or less straight up or down with these, better than you'll get by double clicking. EVE's camera has bigger issues than not being able to point straight up or down :P
Untanas Volmyr
Perkone
Caldari State
#30 - 2016-02-08 21:01:16 UTC
It seems with the vastness of space. Up and down aren't the first orientations to consider. It seems like the first thing to do is figure out what direction the space your in is moving. Even if it appears you are still. The solar system is moving, galaxy, galaxies, etc.. towards something (or being pulled yes?). That could be considered and labeled forward. 180 degrees opposite could be considered reverse. 90 degrees from there labeled up and down. Depending on what's out there and which direction a galactic cluster or clusters are moving, could at least be considered forward in the long run. ( for future design planning ).

Murphy's Technology Law - If your not thoroughly confused. Then you were not thoroughly informed.

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#31 - 2016-02-08 21:48:09 UTC
Untanas Volmyr wrote:
It seems with the vastness of space. Up and down aren't the first orientations to consider. It seems like the first thing to do is figure out what direction the space your in is moving. Even if it appears you are still. The solar system is moving, galaxy, galaxies, etc.. towards something (or being pulled yes?). That could be considered and labeled forward. 180 degrees opposite could be considered reverse. 90 degrees from there labeled up and down. Depending on what's out there and which direction a galactic cluster or clusters are moving, could at least be considered forward in the long run. ( for future design planning ).

I have thought of all of these perceptual ideas that humans hold as well. Once you get off the planet earth and you begin to realize that like your saying up and down are a relative agreed upon thought by humanity as is the standard measurements of time (day, year, calendars, etc) it begins to boggle the mind really as to the possibilities yet is certainly amazing to realize. Nevermind that only as we have grown have we even become aware of such things or the possibility that there could be something different or that it is extremely relative rather than the absolute statements we as humans tend to make.


If I could like posts Id give you a like for this one. Still not sure why the forums hate my liking ability.SadWhat?

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Paranoid Loyd
#32 - 2016-02-08 21:54:52 UTC
Eternus8lux8lucis wrote:
Still not sure why the forums hate my liking ability.SadWhat?
It's probably the browser you are using.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#33 - 2016-02-08 22:07:27 UTC
Paranoid Loyd wrote:
Eternus8lux8lucis wrote:
Still not sure why the forums hate my liking ability.SadWhat?
It's probably the browser you are using.

Its Firefox so I doubt it. It all worked until a few months, maybe half a year ago, and then it died and has never returned. Its the only forum feature thatd been broken for me.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Hasikan Miallok
Republic University
Minmatar Republic
#34 - 2016-02-08 22:45:41 UTC
Eternus8lux8lucis wrote:
Paranoid Loyd wrote:
Eternus8lux8lucis wrote:
Still not sure why the forums hate my liking ability.SadWhat?
It's probably the browser you are using.

Its Firefox so I doubt it. It all worked until a few months, maybe half a year ago, and then it died and has never returned. Its the only forum feature thatd been broken for me.



The like button seems to be an aspx form of some type.
Martin Gregor
Science and Trade Institute
Caldari State
#35 - 2016-02-09 05:14:18 UTC
Well,
if it worked for the NASA, why not for EvE as well:

Let us allign the ship to 90/180° and implement a "gimbal locked" indicator on the HUD as well as a "manually reallign the ship to fix gimbal lock" button (that is hidden inside some right-click menu, of course). And you have to use the stars for navigation.

...or just leave everything as it is and live with it.
Pandora Carrollon
Provi Rapid Response
#36 - 2016-02-09 16:52:22 UTC
Since the game isn't really based around first person flying (which you can now do with the first person camera view and I discovered the polar flight conditions problems playing with that) it doesn't really affect it.

However, with that in mind, and now that we have first person flying, it should be possible to change coordinate flying systems. I mean as long as you don't hit the perfect gimbal lock numbers, shouldn't it just a matter of 'approaching' the numbers and precision of variables? If this 'precision mode' only exists when doing first person flying, it shouldn't impact the larger function of the game. If you leave first person camera mode, the ship 'jumps' to the nearest imprecise location available on the main map (probably a function of under a meter of actual locational movement, but I don't know how precise 'the grid' is.) Nobody notices a thing and you have the next best thing to polar capable flying.

Now, all of that assumes that it's even important at all to have that kind of precision flight capability.

To be honest, I've yet to find a need for perfect polar north or south. Close enough usually works for me but I've noticed that there are a lot of very precise people playing this game... P
Herzog Wolfhammer
Sigma Special Tactics Group
#37 - 2016-02-09 18:46:13 UTC
A first person camera view? Hmmm...

Bring back DEEEEP Space!

Droidster
Center for Advanced Studies
Gallente Federation
#38 - 2016-02-09 20:44:18 UTC
This is an interesting problem. Maybe someone can put their code where their mouth is and make a demonstration system? Question

If CCP released a description or specification of how the viewpoint rotation system works, that would be useful, because people with ideas would be able to describe how to implement their improved 3D view system vis-a-vis EVE requirements. Idea
CCP Darwin
C C P
C C P Alliance
#39 - 2016-02-10 01:43:00 UTC  |  Edited by: CCP Darwin
One thing that I implied but apparently did not make perfectly clear is that avoiding gimbal lock is a solved problem and the various solutions are well-known to the members of the team. Our solution (actually the solution of Eve's original developers) is to protect a small angle around the world up and down axes. It's a valid choice, since it allows us to use a conceptually familiar spherical coordinate system for our rotations, and we consider any negative impact on usability to be negligible.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Hal Morsh
Doomheim
#40 - 2016-02-10 01:54:01 UTC  |  Edited by: Hal Morsh
Cristl wrote:
it's nowhere near as annoying as it is in FPS games, especially 'Tribes', where people could jetpack over you.



And they do it ALL the time. Some of them even sit in your middle to stay behind you because then you can't even aim at them, they do it below you too whilst you're jetpacking using energy and they are walking.




*I happen to actually play tribes*



*a lot*

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

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