This is incredible. You guys did such great work. This needs to be a standardized tool in all game engines moving forward. Epic and Unity, get these geniuses on the team already!
Hello there! I am a cs student and I'd like to implement physics based character control in a game prototype I'm working on. Your paper is very attractive because I would not have to deal with a motion planner. I have a few questions and I would be very grateful to have you answer them: In the paper it states you use a simulation frequency of 1200Hz. Do you think I could reduce this to something more realistic for a game (say 120 hz)? Also, do you think the character would be responsive enough for a game? If not, could you point me to another paper that would be more appropriate? Either way, your work is extremely impressive. PS: I can tolerate significant delay in terms of responsiveness if the character is moving at a sprint or similar. As long as its somewhat responsive at walking / jogging speeds it'll be fine. Thank you!
sound look cool bro , which engine are u using ?? or its own engine ?? im indie game student lol no idea how to get this is my own project (poor unity dev💀)
This is awesome! Can these policies directly be streamed into a real-world humanoid robot? Has it been tested like that/ are there future plans for this? What would be the challenges that one could expect in such a trial?
we haven't tried deploying these policies to a real robot yet. But there will likely be some challenges due to the domain shift from simulation to the real world. Some randomization might help to make the policies robust to these discrepancies.
This is incredible. You guys did such great work. This needs to be a standardized tool in all game engines moving forward. Epic and Unity, get these geniuses on the team already!
the possibilities of this are literally endless
i want a game using this
edit: i beg you to let us watch two of them fight
Sub rosa actually uses something similar to this!
Amazing
wow wow wow.. I want this now!!!!!!
Hello there! I am a cs student and I'd like to implement physics based character control in a game prototype I'm working on. Your paper is very attractive because I would not have to deal with a motion planner. I have a few questions and I would be very grateful to have you answer them: In the paper it states you use a simulation frequency of 1200Hz. Do you think I could reduce this to something more realistic for a game (say 120 hz)? Also, do you think the character would be responsive enough for a game? If not, could you point me to another paper that would be more appropriate? Either way, your work is extremely impressive.
PS: I can tolerate significant delay in terms of responsiveness if the character is moving at a sprint or similar. As long as its somewhat responsive at walking / jogging speeds it'll be fine. Thank you!
sound look cool bro , which engine are u using ?? or its own engine ?? im indie game student lol no idea how to get this is my own project (poor unity dev💀)
This is awesome!
Can these policies directly be streamed into a real-world humanoid robot?
Has it been tested like that/ are there future plans for this?
What would be the challenges that one could expect in such a trial?
we haven't tried deploying these policies to a real robot yet. But there will likely be some challenges due to the domain shift from simulation to the real world. Some randomization might help to make the policies robust to these discrepancies.
minecraft 2