Belt up!

Wow, the past few weeks have been rough as far as productivity goes!  First my PC blew its power supply, so I couldn’t work for a couple of days while I was waiting for a new one and then installing it.  Then this week I was totally wiped out by a nasty cold and got pretty much no work done all week.  I guess that’s the way it goes sometimes, really frustrating though.

Anyway…I have now finished the pulleys and belts, barring a few minor bugs here and there.  The belt rendering is now done and working nicely, the belt automatically routes its way around pulleys based on how they are linked together, and seeing the belt really makes the behaviour of the pulleys appear more convincing.  Have to say I’m pretty pleased with how it all turned out!

I’ve also added a “pulley whirr” sound that changes based on the pulley’s RPM, and a “belt snap” sound for when the belt breaks (this happens when pulleys move too far from their original position).  These details all add to making the pulleys and belts seem “real”!

GearBlocks Demo 0.5.6628

GearBlocks Demo 0.5.6628

Part 1 of a series of videos demoing some of the fantastic GearBlocks community builds from last year.  I meant to do this at the end of the year, but I was working on adding a third person camera to the game and I wanted to wait until that was in, as it better shows off these creations!

Parts 2 and 3 will be coming soon…

Pulleys and belts

Apologies for the lack of updates lately!  I’ve been working on implementing pulleys and belts in the game, and I was hoping to get them finished before posting an update.  However, as always seems to be the way, they’re taking longer than I expected.  They’re not quite done yet, but I have made enough progress now that it’s worth talking about where things are at.

Pulley physics

The first thing I had to figure out was how to physically constrain a pair of pulleys together such that they would transfer motion and torque correctly.  My plan was to use PhysX constraints (as exposed by Unity’s ConfigurableJoint) to accomplish this, in the exact same way I do for gears.

However, pulleys differ from gears in two important respects:-

  1. Pulleys transfer motion and torque over a distance, through the belt that connects them (unlike engaged gears, which must always be adjacent to one another).
  2. A pair of pulleys linked by a belt rotate in either the same direction or opposite directions, depending on whether the belt is in an open or cross configuration respectively (unlike a pair of engaged gears, which always rotate in opposite directions).

The first idea I tried was to set up a constraint whose anchor points were positioned on the edge of each of the pulleys, with motion locked along the tangent vector as shown below for two pulleys A and B:-

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However, this didn’t work well at all because the constraint anchor points were separated by such a long distance.  The pulley motion was unstable at anything other than very low RPMs.

So the next approach I tried was to instead calculate the two circles centered on each of the pulleys, whose radii are in the same proportion as the pulley’s, and whose edges touch each other.  Then I placed the constraint anchors on the edge of these circles, represented by the dotted lines in the diagram below for the two pulleys A and B (again, motion is locked along the tangent vector):-

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Note that these dotted circles are only used to position the constraint anchors, they aren’t visible and don’t interact with the world in any other way!

This method seems to work pretty well, it also easily allows for a cross configuration belt in a similar manner (by calculating proportioned circles whose edges instead touch in between the two pulleys, and positioning the anchor points where they touch).

Implementing pulleys in game

Actually getting the pulleys functional in the game required a lot more work beyond just the physics constraints.  I wanted to allow the player to link an arbitrary number of pulleys together in whatever order they like, to form a chain that determines the route the belt takes through the pulleys.

For this I created infrastructure to associate or “link” parts together (or more specifically: link their part behaviours together).  This needed to generalise beyond just pulleys, because I plan on also using it to link other parts together in the future (e.g. batteries, switches, motors, and eventually, more advanced control systems).  It also needed to facilitate restrictions being applied (for example, in the case of pulleys, only allow linking if the pulleys are coplanar, and only allow each pulley to be linked to a maximum of two others).

Based on the order the pulleys are linked together, I also implemented a system to automatically calculate the belt routing (i.e. which side of each pulley the belt should go), which is then used to determine whether to use an open or cross configuration for the constraint between each pair of pulleys, as well as for positioning the visual representation of the belt.

I wanted pulleys to be able to move around slightly when the construction is unfrozen, but obviously there’s only so far a belt can plausibly stretch!  So I wrote some code to deactivate the belt (both constraints and rendering) when any of the pulleys move too far from their original position, giving the appearance that the belt “broke”.

This work is complete now, and the pulleys are working in game.  There are still a couple of major pieces left to do however:-

  1. Right now the links between the pulleys are hard coded just so I have something to test with.  I still need to make a linker tool to allow the player to create and destroy the links themselves, as well as a UI to show these links.
  2. Currently I’m just using debug draw lines to visual represent the belt, so I need to implement some code to generate a proper render mesh for the belt.

But for now, here’s an example of some pulleys linked together, the yellow debug lines showing the links, and the black ones representing the belt:-

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So lots left to do, but this should be really cool once it’s done, and I’m excited about the possibilities that the linker tool will allow for with other parts in the future!

Controls, architecture, events galore…and worms

It’s been a few weeks since the demo release, so it’s high time I think for an update on what I’ve been working on since then!

Rotation controls

As I’ve mentioned in the past, I’m still not entirely happy with the construction interface.  One aspect of this is the way you rotate the selected part while aligning it to another part prior to attaching it.  The current method of using the mouse to rotate around various axes is OK once you get used to it, but I worry that it’s a bit awkward to use, particularly for people new to the game.

So I tried prototyping a system where you use a key to cycle between the available orientations.  The trouble is, there can be up to 24 possible orientations (e.g. 6 sides on a block, and 4 orientations per side, so 6 x 4 in total).  I found this to be way too many to cycle between and was rather frustrating to use.

So I tried breaking it up into cycling between alignment axes (e.g. the 6 sides on a block) with one key, and cycling between the 4 possible orientations around the current alignment axis with another key.  This was a bit better than using just one key, but still didn’t feel good to me.  Perhaps this was because it was sometimes hard to tell which way the part had just rotated, or which way it was about to rotate on the next cycle.

I’m not sure that these ideas offer much, if any, improvement over the current mouse based method of rotating.  Oh well, another failure!  I guess you have to try these things, but I’m gonna leave this for now.

Game events

In order to keep the different code modules in GearBlocks decoupled from each other, I used messages (i.e. Unity’s SendMessage) to communicate between them.  I wasn’t that happy with the way SendMessage uses a string lookup for the method name though – not very efficient, and there’s the possibility for name mismatches.

So I switched all of these messages over to use Unity’s event system.  Events are now specified in interfaces that derive from IEventSystemHandler, and any code that needs to receive a particular event implements the relevant interface.  To send an event to a game object, I use Unity’s ExecuteEvents helper functions.  I created a system that multiple game objects can register themselves with to receive a particular event, to allow for efficient event broadcasting.

UI events

Not to be confused with the event system, Unity also has something called UnityEvents.  These are great for when you want to hook up event handlers to events in a scene or prefab, rather than via code.  I found these perfect for my UI code, so I switched this code over from using C# events to instead use UnityEvents.

Code architecture

The GearBlocks code was long overdue for some reorganisation, in particular I wanted to divide all the modules up into relevant namespaces.  This is really valuable because it can highlight bad or unexpected code dependencies, and helps enforce a clear code hierarchy.  Once I did this I found one or two suspect dependencies that I had to fix, but nothing too bad fortunately.  It definitely feels better to have the code nicely organised now!

Worm gears

Finally, last week I implemented worm gears in the game.  Happily, my plan for how to set up the physics constraints for this worked out first time!  The implementation still needs one or two tweaks, but I’m pleased with how it turned out.  As part of this effort I also simplified the existing gear engagement code somewhat, which should make it slightly more efficient.

LEGO Technic 40th Anniversary

Something a little bit different in this post!  I’ve many happy memories of countless hours messing around with LEGO Technic as a child, and I think this was certainly a huge inspiration for developing GearBlocks.  So, seeing as it’s the 40th anniversary of LEGO Technic this year, I thought I’d pay tribute a little bit.

In 1977 the first Technic sets came out, although Lego hadn’t coined the term yet, they were known as “technical sets” (or “expert builder” in North America).  There were only four sets in that first year, a forklift, tractor, helicopter, and car chassis.  Only a basic selection of technical parts were available, but they set the foundation for everything that was to come, and many of those original parts are still used today.

853 car chassis

This was the largest and most complex model at the time, and featured functional steering, gearbox, and 4 cylinder engine.  It was the first in a long line of car chassis flagship Technic sets that would come in later years.

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I wasn’t lucky enough to own one of these sets back in the day, but I did manage to pick one up on ebay a few years ago.  It’s very basic by today’s standards, but definitely has a charm all of its own.

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So happy anniversary LEGO Technic!  OK, diversion over, time to get back to GearBlocks…

GearBlocks Demo 0.4.6450

GearBlocks Demo 0.4.6450