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	<title>Nerds Make Science Fun!</title>
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	<pubDate>Mon, 09 Aug 2010 00:36:38 +0000</pubDate>
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		<title>Objectives: The Towers</title>
		<link>http://nerdsmakesciencefun.com/?p=540</link>
		<comments>http://nerdsmakesciencefun.com/?p=540#comments</comments>
		<pubDate>Mon, 09 Aug 2010 00:36:38 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
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		<description><![CDATA[Before I get into a discussion about the three races that I&#8217;m planning, I&#8217;ll have to talk a bit about map design. If you frequent the Starcraft 1 scene, you&#8217;ll know that many maps, through cliffs, backdoor entrances, or short air distances, end up favoring one race over another, or lend themselves to a certain [...]]]></description>
			<content:encoded><![CDATA[<p>Before I get into a discussion about the three races that I&#8217;m planning, I&#8217;ll have to talk a bit about map design. If you frequent the Starcraft 1 scene, you&#8217;ll know that many maps, through cliffs, backdoor entrances, or short air distances, end up favoring one race over another, or lend themselves to a certain style of play. The Battle Royale map, with buildings you could destroy to reveal environmental obstacles that completely seal off your base, and the shortest air rush distance of any map, resulted in countless Zerg wins, and maybe one or two Terran wins in the entire time it was used. Destination, with an entrance to your natural expansion that is difficult to seal, make Zergling runbys hard to deal with. The cliffs behind that same area make Mutalisks and Carriers hard to deal with.</p>
<p>Air units won&#8217;t be quite as threatening as they were in Starcraft, where Mutalisks could singlehandedly win a game by killing all of your gatherers. This game will have no gatherers, so the main advantage air units will have is mobility.  Maps will have cliffs spread around the map, making the advantage come down to something more than unit speed.</p>
<p>Notice that, when you have no gatherers, map control becomes irrelevant, as you can just mass units and push out, without worrying about getting another source of minerals.</p>
<p>Instead of resources, I will introduce &#8220;production towers,&#8221; which are some sort of magicky-looking towers, spread across the map much like an expansion would be. You start with one sitting right next to your crawler, already aligned to you. For each tower aligned to you, you get a slight boost to production. How this boost will work is up in the air. It could be a flat reduction to build time, like -5 seconds production time to everything (anything taking less time to build than the towers would reduce just build instantly), or it could be fractional, or logarithmic (diminishing returns).</p>
<p>The towers start as neutrally-aligned. In order to convert one to you, you must bring your crawler, or units totaling 15 x (how many towers you have + 1) supply to the tower (within a certain capture radius), so if you&#8217;re going after your second tower, you need to bring 30 supply&#8217;s worth units with you. Regardless of how many towers you have, the crawler will completely fulfill the requirements. Then, you must have all those units sit there (they can fight) for 2*(number of previously owned towers) minutes, as a timer ticks down. This timer will not tick down any faster if you have many units near the tower. Your opponents also won&#8217;t be notified unless they actually have vision of the tower, in which case they can see the timer on the tower. If you have units near a tower while it&#8217;s building, but not enough to fulfill the requirements, the timer will freeze where it is. If you remove all units from the tower, the timer ticks backward at twice the rate it went up. Once the timer completes, the tower becomes erect and gets a set amount of HP. Note that, each of these quantities (2 minutes per tower, 15 supply, etc) is up for changing during testing.</p>
<p>As a side note, any timers you have running will show up at the top of your screen, in your color, and display its status. If you&#8217;ve scouted an opponent&#8217;s tower, his timer will appear just below where yours would appear, except running in the opposite direction (if your timer is a bar filling from left to right, your opponent&#8217;s appears as a bar filling from right to left), in his color. Clicking any of the timers will bring the screen to center on the tower.</p>
<p>You can contest your opponent&#8217;s towers, too. It is possible to have timers for two or more factions running at once. Say one player holds a tower until it is nearly done, but then leaves. An opponent can come in and start occupying that tower, starting his own timer. If something like this happens, you and your opponent&#8217;s timers both appear. If both you and your opponent have units in the vicinity of the tower, both of your timers stay frozen, regardless of who has more units. If you abandon a tower while both you and your opponent have timers running, your opponent will have his timer progress normally while yours will drain at 3-4x the rate instead of 2x, as if it were simply abandoned. Additionally, as long as you have any timer running on a tower, you will be granted full vision within the capture radius of the tower. If your opponent decides to station long-range units just outside of the capture radius, you&#8217;ll be in for a rude surprise.</p>
<p>Once a tower is erected, it becomes more vulnerable. You can abandon it completely without losing the benefits or worrying about a timer. However, it can be attacked. To capture the tower from your opponent, you must first destroy the tower by depleting its HP, then force out all opposing units to start your timer. You can also simply pull out and force your opponent to recapture it. The viability of such a tactic will depend on how much the tower was reducing build times.</p>
<p>Though winning the game officially requires that you destroy all your opponent&#8217;s units, removing the opponent&#8217;s towers can be enough to force him to give up.</p>
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		<title>With apologies to Edgar Allen Poe: The Tell-Tale Cheese</title>
		<link>http://nerdsmakesciencefun.com/?p=530</link>
		<comments>http://nerdsmakesciencefun.com/?p=530#comments</comments>
		<pubDate>Sat, 31 Jul 2010 05:49:04 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
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		<description><![CDATA[As I mentioned in my previous post, I&#8217;ll be posting a little bit at a time about my ideas for an RTS.
Also mentioned in the previous post, an RTS with mobile bases would be difficult to balance. For me to explain why, I have to explain proxies.
Keep in mind that, unless otherwise noted, I&#8217;ll be [...]]]></description>
			<content:encoded><![CDATA[<p>As I mentioned in my previous post, I&#8217;ll be posting a little bit at a time about my ideas for an RTS.</p>
<p>Also mentioned in the previous post, an RTS with mobile bases would be difficult to balance. For me to explain why, I have to explain proxies.</p>
<h3><strong><span style="font-weight: normal;">Keep in mind that, unless otherwise noted, I&#8217;ll be discussing Starcraft: Brood War for most of my examples.</span><br />
</strong><span style="font-weight: normal; font-size: 13px;">It&#8217;s an RTS with simple rules but incredible depth, and it&#8217;s the one I&#8217;m most familiar with. While games like Dawn of War have extra mechanics like cover, I plan to model my RTS after Starcraft, to a degree, because the simplicity of Starcraft&#8217;s rules has also led to that much more creativity. If you really feel unfamiliar with Starcraft, or want to find more information than the bare minimum I&#8217;m putting here, visit the <a href="http://wiki.teamliquid.net/starcraft/Main_Page">Teamliquid Starcraft Wiki.</a></span></h3>
<p>In Starcraft, you&#8217;re &#8220;expected&#8221; to place your tech buildings and your production buildings inside your base. That&#8217;s the safest place for them, and it consolidates all your stuff in one area so that whatever unit you&#8217;re using to build them won&#8217;t have to run too far out (unless you&#8217;re zerg, in which case your builder morphs into the building), and it lets you focus on one area of the map whenever you want to crank out another round of units.</p>
<p>The text below the page break is an enormous aside about proxies. If you want to read it really badly, click &#8216;more.&#8217;</p>
<p>Anyway, back to the main point. If you think a bunker rush is scary, imagine this. Your crawler is a colossal mobile unit with a passable attack. The current mechanic for it has it able to move, attack, and produce units at the same time. (This was not the mechanic used in C&amp;C 4, though. There, your crawler would have to unfold into an immobile building with no attack while it pumped units.) So, you pick the faction with the units that are the fastest to produce. As you&#8217;ll see in my later posts about the available factions, this will be modeled heavily after the Starcraft Zerg. To avoid lawsuits, (Hah!) I&#8217;ll call this the Swarm. So you take your Swarm Crawler and march it toward the middle of the map, producing units all the way. As your units pop out, you send them to every part of the map to scout your opponent, who is likely teching to the next available unit (the poor sap, he&#8217;ll never see it coming!). By the time your hulking crawler makes its way to the enemy crawler, you&#8217;ll have a small but scary force of Swarm units, while your opponent has not made the best use of his production time. Your units outnumber your opponent&#8217;s, so your crawler&#8217;s HP will have a slight lead over that of your opponent&#8217;s crawler. Eventually, after a battle of attrition your crawler comes out on top. Your opponent&#8217;s only defense is to do exactly what you are doing, and that makes for a boring game.</p>
<p>I&#8217;ll admit, C&amp;C 4 did a good job of preventing this sort of cheese. Since you have to turn your crawler into a building to create anything, this kind of rush is just out of the question. If your opponent tries to rush, you turn your own crawler back into its unit form to give your army the upper hand. However, this honestly feels a bit stiff to me. I want a crawler that can reinforce on-the-fly. If the crawler can move, but not attack, then you&#8217;ll run into problems when your units are produced piecemeal and lack the crawler&#8217;s support.</p>
<p>My favored solution is to have the crawler able to attack, but not move - or move really slowly - while it produces units, and be completely helpless when researching tech. This would force the attrition rush to be made with an inferior force, while the opponent would be able to flee if you insisted on parking your crawler nearby.</p>
<p>Rushing is still an option. If you gain an understanding of the timings of the game, such as when a certain unit is slated to appear, you can in theory create a large force and attack your opponent while he&#8217;s halfway through researching some powerful tech, forcing him to cancel his research to defend his crawler and delay his tech. Since time is the only resource in this game, it could be a major setback. The crawler&#8217;s function will have to be determined through extensive testing, but for now, this seems to be the option that can provide the most tactical possibilities.</p>
<p><span id="more-530"></span></p>
<p>PAGE BREAK WAS HERE</p>
<p><em><span style="font-style: normal;"><span style="font-weight: normal;">But sometimes, people will stick their tech or production somewhere else. This is generally only an option early game, and it&#8217;s often a form of cheese: an attempt to end the game early by catching the opponent off guard, since you&#8217;ll be at a disadvantage if the attack fails. I mentioned hiding tech earlier. Zerg can&#8217;t really hide tech that well since they only have one place to stick their buildings early game. Protoss and Terran can hide buildings, but they generally go about it differently.</span></span></em></p>
<p><em><span style="font-style: normal;"><span style="font-weight: normal;">The Protoss has two options to hide tech: the robotics tech tree, and the Ttemplar tech tree. With the Templar tech tree, you keep your gateways (production facility) and cybernetics core (basic tech) in your base, but you send out a single probe (worker unit) to some odd corner of the map, sometimes behind the mineral lines of an uncommonly-used expansion, and throw down a pylon, Citadel of Adun, and the only building you&#8217;re actually gunning for, the Templar Archives. Once that finishes, you pray you don&#8217;t get spotted and build Dark Templar-devastating units that can&#8217;t be attacked unless your opponent sees them with other special units. Then you use your invisible psionic alien ninjas to go kill everything in your opponent&#8217;s base, while there&#8217;s nothing he can do about it. If you get scouted and you can&#8217;t do enough damage, you&#8217;re pretty much doomed since you cut back on probes so you could get DT&#8217;s out faster.</span></span></p>
<address><span style="font-style: normal;"><span style="font-weight: normal;">The other option is the robotics tech tree. You do the same thing as when hiding templar, but you make sure that the odd corner is in an odd spot that is actually close to your opponent&#8217;s base, and put down a robotics facility instead. When that&#8217;s finished, you start building a shuttle (transport unit) from the robo and have a probe hide the robotics support bay somewhere in a corner of your base. When that finishes, you queue up a reaver (splash damage unit) at the robotics facility. The timing has the shuttle finish and the reaver start just a few seconds after the robotics support bay finishes, so you don&#8217;t lose much time by building a shuttle first. Then you have the reaver build scarabs (its explosive, specialized bullets), load it into the shuttle, and have some fun blowing stuff up as you drop it into your opponent&#8217;s base. If it&#8217;s not scouted, and you manage your reaver well enough, you&#8217;ll kill a lot of stuff in your opponent&#8217;s base. If it&#8217;s scouted, or your opponent just decides to build anti-air to be safe, you&#8217;re not as doomed as you would be if your opponent fended off DT&#8217;s, since you didn&#8217;t cut your economy and the reaver is still useful later on. But at the same time, your army is smaller than what it would have been, and you&#8217;re saddled with a building that&#8217;s hard to protect.</span></span></address>
<p><span style="font-style: normal;"><span style="font-weight: normal;">This is closer to the proxy that I&#8217;m thinking of. Terrans can try doing something like this with Starports, but it&#8217;s not usually worth it, as the only Starport unit available, the Wraith, has a wimpy air-to-ground attack. Anything more threatening than that would require your buildings to sit there like a sitting duck. Hiding a factory is kind of pointless, since your opponent will be preparing for factory units anyway; they&#8217;re standard play. But the Terran can cheese. Oh, can they cheese. It&#8217;s not that their cheese is the fastest or the most effective - the fastest cheese is the Zerg 4pool, the only cheesy rush build, or just about any build for that matter, to become famous outside of its own game. Just go search for the Age of Empires &#8220;Yamato Cavalry Rush&#8221; and see what turns out. &#8220;Zerg Rush&#8221; turns up 300,000 results, plus images, on Google, while the Yamato Cavalry Rush turns up just 145,000. That&#8217;s respectable, but the truly hilarious thing is that the second result for the cavalry rush is on a TVTropes page titled &#8220;Zerg Rush.&#8221;</span></span></p>
<p><span style="font-style: normal;"><span style="font-weight: normal;">Anyway, in Starcraft circles, Terran is famous for their cheese mainly because of the audacity and the creativity of it. A famous cheeser was Flash. Now one of the strongest players in the game, he first became famous for cheesing a strong Protoss player out of a tournament with mass marines. I don&#8217;t have the video, and I don&#8217;t want to get into an involved description of it, but it was pretty audacious. Other entertaining cheese you can find includes iloveoov vs zeus, &#8220;Bisu&#8217;s ultimate proxy,&#8221; and a lot of stuff in the pimpest plays video. But the king of cheese is the emperor of Terran, Boxer. There is a video of &#8220;Boxer&#8217;s paratrooper rush,&#8221; where he proxied four barracks, floated them into a corner of the opponent&#8217;s base, somehow avoided being detected, and just cranked infantry out of four barracks until everything was dead. Another rush was against his student, iloveoov, when he built two barracks inside OOV&#8217;s base and streamed Medic/Marine until OOV&#8217;s base was gone. He lost the series to OOV, though.</span></span></p>
<p><span style="font-style: normal;"><span style="font-weight: normal;">Boxer&#8217;s most infamous rush was his bunker rush, times three. He destroyed NC_Yellow in the OSL by bunker rushing three times, finishing up the semifinals in under half an hour. The first game ran long, but the other two were finished in minutes. This semifinals match is actually more famous than the finals from the same tournament. </span></span></p>
<p><span style="font-style: normal;"><span style="font-weight: normal;">Today, Terran cheese usually comes in the form of that bunker rush. Against a greedy opponent of any race who goes for an expansion before producing attacking units, the Terran can scout, proxy a barracks, build a bunker right next to the expansion, and fill it with marines. It&#8217;s ruthlessly effective, and it can be very hard to defend.</span></span></p>
<p><span style="font-style: normal; font-weight: normal;"><br />
</span></p>
<p></em></p>
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		<title>With Apologies to Blizzard, OR, Starcraft 2 Out</title>
		<link>http://nerdsmakesciencefun.com/?p=517</link>
		<comments>http://nerdsmakesciencefun.com/?p=517#comments</comments>
		<pubDate>Wed, 28 Jul 2010 19:33:34 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=517</guid>
		<description><![CDATA[Lo, and did Blizzard get off their lazy rears after a decade of waiting and make Starcraft 2, and did they release it on July 27
So this would probably be a horrible time to discuss any other RTS. Which is why I&#8217;m doing exactly that.
The one I have in mind is Command and Conquer 4. [...]]]></description>
			<content:encoded><![CDATA[<p>Lo, and did Blizzard get off their lazy rears after a decade of waiting and make Starcraft 2, and did they release it on July 27</p>
<p>So this would probably be a horrible time to discuss any other RTS. Which is why I&#8217;m doing exactly that.</p>
<p>The one I have in mind is Command and Conquer 4. I heard about it from a friend, who is a big fan of the C&amp;C series but hated that game on sight. His biggest gripe with it was its MMO-like format. As you play online, you gain experience points, which you spend on an upgrade tree of sorts. He knew he hated it just for the MMO part. When I found out more recently that C&amp;C 4 did away with resource gathering (Tiberium can now either be used as a bomb or redeemed for upgrade points), and that your main base, a mobile crawler, respawns if killed. From what I gleaned off the Wikipedia article, the win condition isn&#8217;t army annihilation, but keeping control of a number of control nodes.</p>
<p>While I agree with my friend that combining an MMO (Massively Multiplayer Online) with an RTS (Real Time Strategy) isn&#8217;t a good idea, and I agree with other people that respawning in an RTS just feels wrong, I think the idea of a mobile headquarters has promise.</p>
<p>When compared to a traditional RTS, a mobile base would bring drastically different gameplay. I&#8217;ll be using Starcraft: Brood War as a basis for comparison. A mobile base would do away with resource gathering by necessity of map design; having resource deposits everywhere would clog the map. You&#8217;ll only have one base, so there would be no point in moving it to a new location until your current resources run out.</p>
<p>A mobile base RTS would bring more focus on scouting, map control, and army composition. In Starcraft, once you locate an opponent&#8217;s main base, you could generally keep tabs on them by hovering an observer (cloaked scouting unit) over his base or using a comsat (radar) scan every once in a while. Of course, there are some exceptions. You&#8217;ll have to keep tabs on where your opponent is expanding by periodically running a fast unit around the map. A Protoss or Terran player can hide a tech building in some corner of the map, hoping to catch the opponent by surprise. A Zerg can put a building at a less-defended expansion, where it serves a dual purpose of hiding the tech and possibly clogging an entrance into the base.</p>
<p>In contrast, against a mobile base, you can&#8217;t get complacent about your scouting. After you&#8217;ve seen the opponent&#8217;s base, he can pack up and travel across the map, and you&#8217;ll be left in the dark if you just go back to the same spot.</p>
<p>Balance will be difficult, but that&#8217;s something that playtesters or developers can work out.<br />
I plan to make some sort of RTS like this as a summer project, or at least once I&#8217;m done with college apps. For now, I&#8217;ll be coming on to post more concrete ideas I&#8217;ve had that I&#8217;ll probably wind up implementing.</p>
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		<title>Updates and Slides!</title>
		<link>http://nerdsmakesciencefun.com/?p=524</link>
		<comments>http://nerdsmakesciencefun.com/?p=524#comments</comments>
		<pubDate>Mon, 26 Jul 2010 04:47:39 +0000</pubDate>
		<dc:creator>ctian</dc:creator>
		
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		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=524</guid>
		<description><![CDATA[First update it forever. Isn&#8217;t that wonderful? I&#8217;m sure you&#8217;re all dancing with joy.
Anyways, here&#8217;s what we&#8217;ve got this time:
A wonderful powerpoint made by me detailing the work I&#8217;ve done this summer! Enjoy!
Slides for SIMR
William
]]></description>
			<content:encoded><![CDATA[<p>First update it forever. Isn&#8217;t that wonderful? I&#8217;m sure you&#8217;re all dancing with joy.</p>
<p>Anyways, here&#8217;s what we&#8217;ve got this time:</p>
<p>A wonderful powerpoint made by me detailing the work I&#8217;ve done this summer! Enjoy!</p>
<p><a href="http://nerdsmakesciencefun.com/wp-content/uploads/2010/07/tian_background-presentation-draft-2.pptx">Slides for SIMR</a></p>
<p>William</p>
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		<title>The Pains of Programming</title>
		<link>http://nerdsmakesciencefun.com/?p=515</link>
		<comments>http://nerdsmakesciencefun.com/?p=515#comments</comments>
		<pubDate>Wed, 07 Jul 2010 01:35:54 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=515</guid>
		<description><![CDATA[&#8220;To the programmer he said, &#8216;I will make you incompetent during the worst possible moments. It will take you hours to find and repair trivial errors.&#8217; &#8221;
-Programmer&#8217;s Bible: The book of Assembly Code, 3:16
Oh, how true it is.
For a few hours today and the better part of last night, I&#8217;ve been working on a program [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;To the programmer he said, &#8216;I will make you incompetent during the worst possible moments. It will take you hours to find and repair trivial errors.&#8217; &#8221;<br />
-Programmer&#8217;s Bible: The book of Assembly Code, 3:16</p>
<p>Oh, how true it is.</p>
<p>For a few hours today and the better part of last night, I&#8217;ve been working on a program to calculate a line of best fit. It was a code exercise that took much longer than it had any right to.</p>
<p>It&#8217;s not that the code itself was difficult. I use Visual Studio for my C# code, so I got the window and controls set up fast. The line of best fit can also be calculated analytically. Just find the formula for the least-squares error, take the partial derivatives of A and B, and solve the system of equations. My code worked perfectly fine for solving the problem and spitting out A (the slope) and B (the y-intercept).</p>
<p>The problems came up when I tried graphing stuff. First, I found out that the computer counts pixels from the top left, while I want the origin at the bottom left. But when I reflected the drawing vertically about the y-axis (the transformation was NEW Y = HEIGHT OF WINDOW - OLD Y), all the points disappeared. I had the help of my dad, and we spent about two hours staring at the code and getting nowhere.</p>
<p>Here&#8217;s the breakdown of what I did with that chunk of code today:</p>
<p>5 minutes: Figuring out that HEIGHT OF WINDOW should have been HEIGHT OF THE PANEL WHERE THE GRAPH IS ACTUALLY DRAWN, WHICH IS LIKE HALF THE SIZE OF THE ENORMOUS WINDOW ITSELF. Now there&#8217;s your problem!</p>
<p>5 minutes: Suddenly realizing the old code only showed a fifth of the data points and that now I&#8217;ve got 100 more to deal with.</p>
<p>20 minutes: Wondering why the edge of the graph kept getting cut off and changing the size of the points on the graph to see why. Turns out that the data just happens to have a lot of points congregated to the right.</p>
<p>10 minutes: Wrestling with syntax and about a dozen sets of parentheses to draw a y-axis.</p>
<p>10 minutes: Figuring out a way to expand the boundaries of the data set without having to worry about signs.</p>
<p>10 minutes: Wondering why my attempt to draw the least-squares regression line doesn&#8217;t show up on the window.</p>
<p>2 minutes: Adding 0,0 to the data set to force it to be included in the graph, then seeing the outlier skews the line way off.</p>
<p>3 minutes: Removing 0,0 and changing the graph range manually. Oh, looks like the outlier didn&#8217;t do much for the data anyway, and the line is off entirely.</p>
<p>15 minutes: Trying various fixes before noticing that it&#8217;d be best to remove the flip-by-y before making changes, since the flip complicates things.</p>
<p>5 minutes: Rewriting the line of code that draws the graph and remaking the arguments for the function from scratch. No dice.</p>
<p>20 minutes: Various remedies, all of which fail miserably, before sitting down to think and realizing that expanding the graphing range messes with the scale, so I need to add a few correction terms in to shift the line back.</p>
<p>5 minutes: Code-wrangling, which finally gives a line that works.</p>
<p>5 minutes: Drawing an X-axis.</p>
<p>Total time elapsed: 1 hour 45 minutes on a really short piece of code, plus the 2 hours from last night, plus the half an hour I used to write up this article.</p>
<p>Man, where&#8217;s the Ballmer peak when you need it?</p>
<p>-PKTT</p>
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		<title>Nifty Benefits for Having a Blog</title>
		<link>http://nerdsmakesciencefun.com/?p=513</link>
		<comments>http://nerdsmakesciencefun.com/?p=513#comments</comments>
		<pubDate>Thu, 03 Jun 2010 01:04:26 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
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		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=513</guid>
		<description><![CDATA[Looks like someone out there has heard of this website.
In a school chapel meeting, I was awarded the Xerox award for innovation in science, which recognizes a student who uses innovative technology to reach students with information about science. I don&#8217;t have the letter close at hand, so the description is probably a little off.
Part [...]]]></description>
			<content:encoded><![CDATA[<p>Looks like someone out there has heard of this website.</p>
<p>In a school chapel meeting, I was awarded the Xerox award for innovation in science, which recognizes a student who uses innovative technology to reach students with information about science. I don&#8217;t have the letter close at hand, so the description is probably a little off.</p>
<p>Part of the description of innovative technology included blogs, so I suspect that one of our school&#8217;s teachers or administrators has been here. I suddenly think I should go back and edit profanity out of all our articles and replace them with substitutes such as <em>loving caress</em>.</p>
<p>-PKTT</p>
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		<title>CRAP CRAP CRAP LATE</title>
		<link>http://nerdsmakesciencefun.com/?p=509</link>
		<comments>http://nerdsmakesciencefun.com/?p=509#comments</comments>
		<pubDate>Tue, 11 May 2010 04:53:36 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=509</guid>
		<description><![CDATA[Okay, man I&#8217;m late on the draw.
This has been around for a while, and the event ends in just a few days, but here it is.
http://www.wolfire.com/humble
The humble bundle. Some of the best independent games around, being offered for any (positive) price, from a cent to a thousand dollars. Pay whatever you want, and you&#8217;ll get [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, man I&#8217;m late on the draw.</p>
<p>This has been around for a while, and the event ends in just a few days, but here it is.</p>
<p><a href="http://www.wolfire.com/humble">http://www.wolfire.com/humble</a></p>
<p>The humble bundle. Some of the best independent games around, being offered for any (positive) price, from a cent to a thousand dollars. Pay whatever you want, and you&#8217;ll get the download link instantly.</p>
<p>Try it out. It&#8217;s the ultimate in instant gratification.</p>
<p>-PKTT</p>
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		<title>Engineering Games</title>
		<link>http://nerdsmakesciencefun.com/?p=507</link>
		<comments>http://nerdsmakesciencefun.com/?p=507#comments</comments>
		<pubDate>Sun, 25 Apr 2010 01:11:02 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=507</guid>
		<description><![CDATA[I ran into this website the other day. TryEngineering has some games that simulate the design process for a robotic arm, a parachute, and some other stuff. At least one of the games is a link to an external site.
http://www.tryengineering.org/play.php
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			<content:encoded><![CDATA[<p>I ran into this website the other day. TryEngineering has some games that simulate the design process for a robotic arm, a parachute, and some other stuff. At least one of the games is a link to an external site.</p>
<p><a href="http://www.tryengineering.org/play.php">http://www.tryengineering.org/play.php</a></p>
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		<title>Loot from the FIRST season</title>
		<link>http://nerdsmakesciencefun.com/?p=504</link>
		<comments>http://nerdsmakesciencefun.com/?p=504#comments</comments>
		<pubDate>Sat, 10 Apr 2010 01:01:40 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=504</guid>
		<description><![CDATA[Since I was working on the robot in the pits often, I didn&#8217;t get a chance to get too much of the souvenirs that other teams were handing out. Here&#8217;s a list of what I know of:
Nifty extending, collapsible pens from Google- I didn&#8217;t get one, since they&#8217;d run out by the time I got around to [...]]]></description>
			<content:encoded><![CDATA[<p>Since I was working on the robot in the pits often, I didn&#8217;t get a chance to get too much of the souvenirs that other teams were handing out. Here&#8217;s a list of what I know of:</p>
<p>Nifty extending, collapsible pens from Google- I didn&#8217;t get one, since they&#8217;d run out by the time I got around to asking for one. Basically, hitting a button on the pen makes the two halves of its cover fold up like gull-wings and turn the thing into a pen-shape.</p>
<p>Rubik&#8217;s Cube Keychains from Google - I suck at Rubik&#8217;s cubes, so I didn&#8217;t get one. After Google started running low on pens, they made people solve these first before giving them pens. It worked.</p>
<p>Team Buttons: We all got a crapload of these. Teams with a bit of money to spare would have them made and passed out. Our team made do with finger traps from a local store. Some teams handed out stickers (both practical, like a battery disposal reminder, and just for show) or fridge magnets. I got a mousepad from one team, with their logo and number on it. It&#8217;s one of those hard-cover mousepads, so I&#8217;m holding off on using it.</p>
<p>Demonic Ducks: These are rubber ducks of various colors, and with horns, that one team was handing out for &#8220;adoption&#8221; to keep teams from all over in contact. I got an orange one. His name is Super Sayan(sic) and he is a ninja.</p>
<p>A rat finger puppet: The rat&#8217;s fur is kind of dirty-looking.</p>
<p>Various teams also gave certificates that said &#8220;Thanks for being on our alliance&#8221; or the like. Our team got a framed certificate from 1572 or something like that. The demonic duck team was handing out tiny models of the playing field with ducks hanging from the towers.</p>
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		<title>FIRST Robotics season: Postmortem</title>
		<link>http://nerdsmakesciencefun.com/?p=502</link>
		<comments>http://nerdsmakesciencefun.com/?p=502#comments</comments>
		<pubDate>Fri, 09 Apr 2010 05:36:21 +0000</pubDate>
		<dc:creator>pktt</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://nerdsmakesciencefun.com/?p=502</guid>
		<description><![CDATA[
Well, I&#8217;ve been gone recently, and I blame FIRST Robotics. Our school formed a team for the FRC, which is the main competition, for high school and with the largest robots. It&#8217;s not a battlebots-like competition, since FIRST encourages sportsmanship and all that good stuff. They have a new game designed every year, and this [...]]]></description>
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<p>Well, I&#8217;ve been gone recently, and I blame<a href="http://usfirst.org"> FIRST Robotics</a>. Our school formed a team for the FRC, which is the main competition, for high school and with the largest robots. It&#8217;s not a battlebots-like competition, since FIRST encourages sportsmanship and all that good stuff. They have a new game designed every year, and this year&#8217;s was basically soccer, with a goal at each corner of the field, foot-high, trapezoidal speed bumps, and two towers with crawl space and ball return chutes. The idea was to score goals. Balls would be returned rolling off the towers. Extra points for hanging off the top or sides of the towers at the end of the game.</p>
<p>We started the team in mid-May of last year, and the fundraising and planning started at the same time. We ran into problems, since NASA&#8217;s rookie grant went to Valley Christian of San Jose instead. We ended up getting a one-week extension to pay the whopping $6,000 registration cost, $5,000 of which came from a surprise grant from Google, and the rest of which came through fundraising and donations. As a note for now, we also fundraised for the money that actually went into building the robot. We also got another $1,500 from Dale&#8217;s Hardware, where our school goes for its maintenance supplies, provided we name our robot &#8220;Dale&#8221; and give two demonstrations of the robot at the store sometime this school year.</p>
<p>We started off designing the robot in Solidworks. Though we admittedly spent a bit too much time on the design and not enough on actually experimenting on our robot, computer design did give a lot of help on knowing where to position things and how to size them.</p>
<p>Part of why we spent so much time on design was because we sent our computer design to our co-captain&#8217;s dad, for him to machine out. He had to ad-hoc part of the design, which made it get back late. In the meantime, the team put together the default kit that FIRST gave us. I wrestled with the code a bit and got it running. I proudly deemed this &#8220;the first thing I made that could kill people.&#8221; This got the response of &#8220;I like how you said first.&#8221;</p>
<p>Later, the team had put together the robot we were planning to use, and ran into spacing problems. This resulted in some stupidity involving plastic boards and a whole bunch of mis-sizing. After we (someone else got stuck with that job) ground down the excess plastic since the safety bumpers for the robot had to be flush with the robot&#8217;s body.</p>
<p>Either way, after some more code fiddling and sifting through documentation, I got pneumatics working. That is, the pneumatics control device (a solenoid if you actually know what it&#8217;s called) worked. Turns out the device that actually controlled the pistons had a dead valve. One of our mentors gave us a new one. Our robot could now stab people in the shins.</p>
<p>Fast forward a few weeks, and I&#8217;m pulling an all-nighter to get all the code in, so that the robot will be able to use all the features we put in just that night, like the ball kicker itself. When morning rolled around we found out the kicker wasn&#8217;t working, but we basically said &#8220;screw it&#8221; and shipped off the robot.</p>
<p>Silicon Valley Regional:<br />
We unpack the robot and spend all of the first day from about 8am to 8pm trying to fix parts of the robot, edit code, etc. We ended up missing two of the matches the next day due to some outdated software and other issues, since we couldn&#8217;t pass inspection and get on the field without that stuff. We basically panicked the whole day as we frantically tried to fix the kicker and add a ball guard. Our robot also got flipped over about every other match. We placed around 35 out of 50, and won Rookie Inspiration, which is the &#8220;Little engine that could&#8221; award. We could make a robot, but couldn&#8217;t win anything better. Rookie All-Star went to some 4-H sponsored team, when it should&#8217;ve gone to Valley Christian. Seriously, one of the 4-H team&#8217;s robot features was listed as &#8220;coded entirely in C++.&#8221;</p>
<p>No crap, Sherlock. Have you ever tried to code anything in two languages at once? It&#8217;s impossible. The team&#8217;s robot and presentation were both shoddy and unimpressive. It&#8217;s all good, though; Valley Christian won Rookie All-Star at the next regional they went to.</p>
<p>We set our sights on Rookie All-Star again at:</p>
<p>The Las Vegas Regional:<br />
First, I now hate Las Vegas, for sure. We panicked less, and finally got that ball guard/roller working, so we could hold the ball in place. We nixed the kicker and added 2 more motors to the drive train. It went better than at Silicon Valley, but we still missed an early match due to problems at inspection. I also had some coding issues with the drive train that I worked out eventually, and we found out our robot was ridiculously stable. Even with a faulty drive train, it could run over a bump.</p>
<p>The biggest problem we had was that, during our second or third match, our CRIO (essentially the CPU of the robot) broke for no good reason. It had never broken in Silicon Valley, and we had run the robot tethered in our construction area literally minutes ago. One reason the field crew suggested was the metal dust near it, which hadn&#8217;t caused any problems before and which we had never bothered to get rid of. It was aluminum dust from some grinding done to the chassis. Did I mention aluminum does not conduct well?</p>
<p>Either a tiny piece of dust suddenly and inexplicably got into the CRIO, or the field crew messed something up, since they mentioned we were the fourth team to have a busted CRIO that day. The team captain is looking into it and filing a claim.</p>
<p>We placed 41 or so out of 47 and won Rookie Inspiration, again. The team that won All-Star actually deserved it this time, though. They got a double ticket to the national event. They also ended up on the winning three-team alliance that gets sent to the national event in Atlanta, Georgia. All I can say is: Good luck with 971 (Last year&#8217;s national champions). They beasted all over everyone at Silicon Valley, and they&#8217;ll probably do the same at nationals.</p>
<p>All&#8217;s well that ends well, I guess. Our robot and a bunch of loose tools are probably at the school by now, and we&#8217;ll crack the crate open and dust off Dale. Only problem is, Dale&#8217;s hardware still hasn&#8217;t given us that $1,500 (the understanding was that they give us the money, and we just have to give demonstrations some time or another). We also need a new $500 CRIO (we&#8217;re looking into that), and we still have to give those demonstrations. Either way, it was a fun year, and I&#8217;m hoping we get to have a robotics team next year.</p>
<p>That being said, our school and students have no good mentors, so we&#8217;re pretty much a purely student-run team, so we have no chance in the competition. Our school could pay for extra mentors, but we&#8217;re already a little tight on money, so that may not be the best idea. Whatever happens, I&#8217;ll end up leading something, be it a robotics club or a MathCounts team. Here&#8217;s to next year.</p></div>
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