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Wipeout Recreated With an RC Car

An anonymous reader writes "If you've owned any of Sony's PlayStation consoles then there's a good chance you've also played one of the Wipeout games. It's a high-speed racing game that helped make the PSOne popular, and it's now been recreated using a remote control car. The project is the idea of Malte Jehmlich. He decided to create a track out of cardboard reminiscent of the Wipeout tracks. He then hooked up a wireless camera to a remote control car, and modified the controller to be an arcade cabinet with a wheel and forward/reverse selector."

90 comments

  1. Hmm... by Kireas · · Score: 2, Funny

    Alright, that's awesome.

    Needs booster pads though.

    And where are all the weapons?

    --
    To much anime is bad for the brain...desu.

    Sorry. Couldn't help it.
    1. Re:Hmm... by Chrontius · · Score: 5, Interesting

      Well, with the Arduino, some RFID tags, and a reader on the car, I'm sure you could slap a governor on the throttle to limit it to 80% most of the time, but mash things to 100% for a second and a half after flying past a "boost" tag.

    2. Re:Hmm... by Anonymous Coward · · Score: 0

      I like the RFID tags idea - very doable.

      Weapons are pretty much out unless you (a) get a heavier car to carry them (b) make the tracks out of metal to support the weight and to deflect the bullets and (c) don't hire your friends to upright the car. (douchebag applications are now being accepted - sign up now!).

    3. Re:Hmm... by adolf · · Score: 2, Interesting

      Meh.

      Magnets in the track + Hall effect sensor in the car (or the opposite arrangement) = boost.

      RFID? Why bother?

      (Kids, these days...)

    4. Re:Hmm... by Anonymous Coward · · Score: 2, Interesting

      Way too high-tech. A simple reed switch probably does the trick.
      http://en.wikipedia.org/wiki/Reed_switch

      Model trains use them, for example.

    5. Re:Hmm... by sznupi · · Score: 0, Flamebait

      Where is...almost everything?

      Don't get me wrong, it looks like a fun project; but not really close to Wipeout - the vehicles there are, more or less, something between high speed hovercrafts and aircraft flying in ground effect / ekranoplans. I don't really see translating that to a small RC wheeled vehicle....

      Similarly with control - not only I don't remember many examples of PS1 in cabinets; most importantly, a steering wheel wasn't the Wipeout controller - that title goes to Negcon.

      --
      One that hath name thou can not otter
    6. Re:Hmm... by sznupi · · Score: 3, Interesting

      Since the view is via camera, weapons might as well be overimposed on it, in "augmented reality" style (with proper random effects on speed / direction of the hit vehicle; perhaps also some electromagnet underneath it firing from a big capacitor...). Of course, that starts to bring you "back" towards software...

      --
      One that hath name thou can not otter
    7. Re:Hmm... by Kireas · · Score: 1

      Anyone up for re-doing this project with reed-switch boostpads then?
      That still leaves the issue of the weapons...

      --
      To much anime is bad for the brain...desu.

      Sorry. Couldn't help it.
    8. Re:Hmm... by delinear · · Score: 1

      I thought maybe a water cannon with a small cannister of water on the cars - driving over a weapon trigger would give you the ability to fire one blast of the cannon (maybe you can store these up for a cumulative longer blast). Some waterproofing on the cars and track and it would be pretty awesome driving around with a water cannon to blast your opponents into walls, etc (with the bonus that spills would make the track more treacherous so you'd have to time your attack so as to not mess up your own racing line), although obviously once your reserve was exhausted the weapon would be ineffective!

    9. Re:Hmm... by TheLink · · Score: 1

      I guess you could ask these guys to do a car/hovercraft version: http://www.youtube.com/watch?v=TSv2ca-IECc

      --
    10. Re:Hmm... by SethJohnson · · Score: 1

      Reverse--

      Put the RFID on the car, and the reader in the track. Minimize baggage on the car. Great idea for a lot of game-like options.

    11. Re:Hmm... by Pichu0102 · · Score: 1

      Or better, instead of having a physical effect, have "weapons" have a software effect on the car closest to them, AKA car sends a signal to the closest car that it has been hit and the "hit" car's software decide how to randomly deal with it, be it taking over control and smashing into a wall, slowed speed, etc...

    12. Re:Hmm... by Guignol · · Score: 1

      I don' t know why you are "flamebaited"
      I completelly agree with you, this is a very cool project, I am disapointed that they tag it 'wipeout', why not 'mario kart' ? that would be closer even
      But I don' mean to uncool the project, this is awesome, I just don't get the wipeout tag (the track 'inspiration' just doesn not cut it)

    13. Re:Hmm... by sznupi · · Score: 1

      Somebody with PMS was apparently closely watching replies, for some time after the story went live - quite a few of "dissenting" posts of such type were similarly quickly downmodded / meh, whatever.

      A bit funny considering that the creators themselves don't describe it as "Wipeout-like", IIRC they mentioned only similarity (due to practical factors) in the general look of the track. Wipeut Recreated seems to come from "journalists"...

      --
      One that hath name thou can not otter
  2. Now if only by Netshroud · · Score: 1

    it could fire blue, red and green turtle shells....

    1. Re:Now if only by Xiph · · Score: 3, Insightful

      Seriously dude....
      It's wipEout
      It doesn't lack any turtle shells, it lacks shields, turbo boosts, mines, shock waves, rockets or homing missiles
      also the craft isn't an odd triangularish shape

      --
      Blah blah sig blah blah blah irony blah blah
    2. Re:Now if only by Anonymous Coward · · Score: 0

      also the craft isn't an odd triangularish shape

      And it doesn't hover.

    3. Re:Now if only by Psaakyrn · · Score: 1

      Battlebots: racing edition!

    4. Re:Now if only by somersault · · Score: 1

      No air brakes or hovering either. The driving dynamics are completely different to wipEout. This is just a normal driving game with wipEout style graphics.

      --
      which is totally what she said
  3. Why bother with a Wipeout Track? by Psaakyrn · · Score: 1

    First person Micro Machines Racing! http://en.wikipedia.org/wiki/Micro_Machines_(video_games)

  4. Nothing like Wipeout by pisto_grih · · Score: 0

    I remember the PSOne, such a popular console with its massive arcade cabinet and steering wheel. Wha?

    1. Re:Nothing like Wipeout by dzfoo · · Score: 1

      The "PSOne" came out later as a smaller version of the PlayStation, once the PS2 was introduced. You obviously did not have the original one. My mom made me keep the cabinet in the garage.

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    2. Re:Nothing like Wipeout by Anonymous Coward · · Score: 0

      I believe pisto_grih was making what we call a "joke." :)

    3. Re:Nothing like Wipeout by dzfoo · · Score: 1

      Double *whoosh*!

      I thought the part about "My mom made me keep the cabinet in the garage" would have given it away. Silly me.

            -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
  5. Make you wish you where a hard-hacker. by Tei · · Score: 3, Informative

    These hard hacks are awesome. Make you wish you where able to build stuff like that. I am sorta limited to soft-hacks, that is fun, but nothing like this :-/ But everyone his own.

    Another reason for why this is interesting, is that its sorta a videogame withouth the computer part (lets ignore all the CPU involved). You can built computers withouth electricity, using gears or hidraulics... you can built computers with anything that let you create logical triggers OR / AND / OR. And seems you can built videogames with pre-computer-technology era stuff. Imagine creating a videogame using 50's era technology :-) You place a dude in the studio with a joystick (this is simple tech), you broadcast the joystick signal to a van that has ben wired to be radiocontroled by this radio signal (I guest with 50's technology you can do that) and put a broadcast TV image in that van (is that possible with 50's era technology?).

    This type of thinking is interesting for people like me, that like to think computers are not electronic machines, but logical machines that ...well... we normally built with electricity.

    --

    -Woof woof woof!

    1. Re:Make you wish you where a hard-hacker. by sznupi · · Score: 1

      Things you envision wouldn't be exactly video games though...

      Here, some created using 50's technology:
      http://en.wikipedia.org/wiki/Tennis_for_Two
      http://en.wikipedia.org/wiki/OXO

      --
      One that hath name thou can not otter
    2. Re:Make you wish you where a hard-hacker. by Anonymous Coward · · Score: 1, Interesting

      There are some incredible early flight simulators that used analogue computers, and huge model landscapes that are 'flown' over by a video camera.
      Here is an article about one from 1958:
      http://blog.modernmechanix.com/2006/06/19/giant-analog-flight-simulator/

      These have always interested me, as they are realistic simulators, and so had to react like a real plane would. They could change engines by plugging in a different board, or move the centre of gravity of the plane, introduce faults with the plane, or even simulate weather conditions. And all without a digital computer! In fact, analogue computers are very well matched for this application. Most early plane design used analogue computers extensively too.

    3. Re:Make you wish you where a hard-hacker. by Sockatume · · Score: 1

      Ha, it's kind of like the inverse of those LBP games where they built mechanical computers in-game to perform programming functions outwith the game's design.

      --
      No kidding!!! What do you say at this point?
    4. Re:Make you wish you where a hard-hacker. by somersault · · Score: 1

      These hard hacks are awesome. Make you wish you where able to build stuff like that. I am sorta limited to soft-hacks, that is fun, but nothing like this :-/ But everyone his own.

      Strap a phone to the top of a remote control car and do a Skype video call with it (or even better, get some app that can do local video calls for improved latency).

      --
      which is totally what she said
    5. Re:Make you wish you where a hard-hacker. by pinkushun · · Score: 1

      He uses the Arduino circuit board, an open-source programmable electronics platform. It's how your code can interact IRL! I've been thinking about getting one myself, that's how you step from software hacking to hardware hacking :) http://www.arduino.cc/

    6. Re:Make you wish you where a hard-hacker. by icebraining · · Score: 1

      I have myself, but I've just built an N64 to USB converter. For shame :|

    7. Re:Make you wish you where a hard-hacker. by Anonymous Coward · · Score: 0

      Imagine creating a videogame using 50's era technology :-) You place a dude in the studio with a joystick (this is simple tech), you broadcast the joystick signal to a van that has been wired to be radiocontroled by this radio signal (I guest with 50's technology you can do that) and put a broadcast TV image in that van (is that possible with 50's era technology?).

      Congratulations, you have just described the control structure for the Predator drone (+/- encrypted radio).

    8. Re:Make you wish you where a hard-hacker. by Anonymous Coward · · Score: 0

      Make you wish you where able to build stuff like that.

      You can start off with a PIC experimenter board, play around with it and you'll soon see these components are very modular and relative easy to play with.

      Some electronics hobbyist told me "not to go too deep into it" as he felt he had wasted a great part of his life playing around with it (he's in his 40s) and it could be time used more valuable. He admired my software skills, I admired his hardware skills.
       
      And yet, we both had the consencus on our field of expertise: "it's easy, takes time investment to understand. But once you do, it doesn't really feel all to significant and you want to learn more things."

    9. Re:Make you wish you where a hard-hacker. by 2obvious4u · · Score: 1

      Remote controlled Deathrace 2000!

    10. Re:Make you wish you where a hard-hacker. by Andy+Dodd · · Score: 1

      The great thing about this is that when the Arduino development environment gets too limited, you can unlock even more power from the hardware by just using avr-gcc and ditching all those abstraction layers.

      Also, it's a lot easier to port an AVR-GCC based design to an alternate AVR chip (for example, shrinking a basic design to an ATTiny25/45/85, which is an 8-pin chip that can run at 16 MHz off of an internal RC oscillator, no external components required!)

      I use Arduino hardware (well, Arduino-clone, specifically multiple Adafruit Boarduinos) a LOT but have never once touched the Arduino IDE. Boarduinos are nice cheap AVR dev boards!

      --
      retrorocket.o not found, launch anyway?
    11. Re:Make you wish you where a hard-hacker. by pinkushun · · Score: 1

      Great tip, avr-gcc sounds like my style!

  6. batteries should be on the sides by gravos · · Score: 1

    Seems like the thing would be prone flip over with the batteries mounted so high like that. Even if the width of the car was increased by mounting them on the sides that would probably help.

  7. Rollcage by cyclomedia · · Score: 1

    Combine the flip problem with the fact that in wipeout you are floating in some kind of hover craft the obvious solution to any hardcore PS1 fan would be to emulate Rollcage instead. when the car flips you could easily swap the steering by using a ball bearing and a tube with contacts in, or somesuch.

    --
    If you don't risk failure you don't risk success.
    1. Re:Rollcage by somersault · · Score: 1

      That game was amazing, though I only had the demo of it. To simulate it properly the car would need to go seriously fast though and have some kind of aerodynamic device that could help it stick to walls/ceilings, and also reorient itself when the car flipped (but not while simply upside down on a roof)..

      --
      which is totally what she said
    2. Re:Rollcage by delinear · · Score: 2, Interesting

      Seems like this would be pretty awesome for the Wipeout project - they'd need a bigger track but it looks far less prone to flipping and like you could actually throw it around corners much faster without it leaving the track.

    3. Re:Rollcage by Anonymous Coward · · Score: 0

      That would look more F-Zero than Wipeout to be honest.
      And i would love to see him do something like that actually.

      As for the car, a Rollcage-styled car could work, but it would probably involve dismantling another car or wiring up a bunch of other parts, and the camera would need to be flipped in software as well, without much wait. Either that or they could attach huge wheels to it and put batteries underneath and camera on top.
      Better yet would be an actual rollcage that prevents it from landing flat, then just self-righting system
      Quite a few ways to go about it.

  8. fun and money by ciderbrew · · Score: 1

    If you take this as the proof of concept I think there is a proper business to be had.

    Better tracks with some camber. Better cars. Better camera. Better cabinet to sit in. Better car to cabinet feed back. Force feed back wheel & chair tilt.

    Just made coin-op games interesting again. Well done. I want one!

    1. Re:fun and money by somersault · · Score: 1

      Better tracks with some camber. Better cars. Better camera. Better cabinet to sit in. Better car to cabinet feed back. Force feed back wheel & chair tilt.

      There are already several versions of this, with names like "road rallies", "go karting", and "track days".

      Not that I don't think this is cool, but if you have enough money to build all of that, you have enough money to pursue the real options, which are a lot more fun than sitting in one of those arcades with the stupid tilting seats (besides, if you're going to add tilt you need to tilt the whole thing - when I go over a bump in my car it doesn't change the position of the seat in relation to the pedals).

      I do love my driving games, but until we have gravity generators to simulate the feeling of acceleration, real life driving is always going to feel better. You can do 0-60 in 4 seconds in a game and not really care, but in a real car you're going to be grinning.

      --
      which is totally what she said
    2. Re:fun and money by TheLink · · Score: 2, Insightful

      0-60? It's the 60-0 in 0.1 sec where you really feel the difference between real life and simulation :).

      --
    3. Re:fun and money by drinkypoo · · Score: 1

      Not that I don't think this is cool, but if you have enough money to build all of that, you have enough money to pursue the real options, which are a lot more fun than sitting in one of those arcades with the stupid tilting seats (besides, if you're going to add tilt you need to tilt the whole thing - when I go over a bump in my car it doesn't change the position of the seat in relation to the pedals).

      Not only that, but have you ever seen the Trip 2 motion simulator around which the Wipeout arcade game was designed? Pure fucking amateur hour. The whole cage you sit in pivots at the bottom way below your seat, when it should really be the other way around because it's a fucking hover racing simulator, the only time a low pivot makes sense is on a motorcycle and they don't do motorized motorcycle games because when you high-sided it would throw you the hell off of the machine. Anyway, the machine is HORRIBLY LOUD because the actuators have to push the whole cage back upright after it tilts it, and they used those big heavy noisy power-hungry worm gear/stepper-based actuators.

      I want to get into real racing AND I want to build a complete motion simulator. But I'm still at the "thinking about how I would do it" phase. I think the answer is hydraulic though, not having electric actuators. It's surprisingly efficient and it has the potential to be a lot quieter. I'm actually thinking pneumatics for the suspension, but it would be undesirable for other car motions.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:fun and money by somersault · · Score: 1

      Hydraulics would be nice yep - it would take more planning and maintenance than just going all electric though.

      Slightly reminds me of when my dad rigged up a pivoting windsurfing simulator in our back garden - good times (and very bruised shins)! Completely powered by renewable energy sources :P

      --
      which is totally what she said
    5. Re:fun and money by somersault · · Score: 1

      Yes, if you're planning on doing that a lot then sticking to the simulator could be a good idea.

      --
      which is totally what she said
    6. Re:fun and money by Anonymous Coward · · Score: 0

      It's basically been done before. A local indoor karting track had radio controlled cars out in the parking lot, and the controllers were in arcade cabinets inside the building. It looked interesting, but I thought it was priced too high, compared to the real karts you could drive at the same location.

      http://www.bizjournals.com/phoenix/stories/2004/06/28/story7.html

      I get the feeling they're no longer in business. Here's the defunct looking website.

      http://www.minifastcar.com/

    7. Re:fun and money by ciderbrew · · Score: 1

      The most interesting thing I've seen on this for a while is the pneumatic driving simulator by festo

      Festo Airmotion Ride http://www.youtube.com/watch?v=CvG5rxVeY5M&feature=related

  9. This is looking good - Re:Hmm... by Kireas · · Score: 1

    You'd need a way to differentiate between boost pads and weapon triggers though. If a reed switch is for the boost...

    How about a high-power LED for the weapon triggers, and a LDR on the base of the cars? That way when you drive over the trigger, you get a 'shot' of water.
    You'd also get a free shot if you flipped over or something too, to get you back into play.

    --
    To much anime is bad for the brain...desu.

    Sorry. Couldn't help it.
    1. Re:This is looking good - Re:Hmm... by Anonymous Coward · · Score: 0

      How about a high-power LED for the weapon triggers, and a LDR on the base of the cars?

      Maybe I'm not understanding what you want to do, but if it's just a trigger to grant a shot, why introduce another technology? You might as well add a second reed switch.

    2. Re:This is looking good - Re:Hmm... by tom17 · · Score: 2, Insightful

      How can the cars reed switch differentiate between magnets for boost and magnets for weapons? This is why he chose the LED for the weapons, so that you can differentiate between the two.

      Now with the RFID idea that someone had before, you have the option of even more different types of triggers (slow-down pad?), as well as the option of reconfiguring what pads do what. I think that's why the original poster mentioned RFID rather than a less flexible, but simpler, technology.

    3. Re:This is looking good - Re:Hmm... by Dishevel · · Score: 0, Troll

      1 magnet = Speed boost

      2 magnets in close proximity = Weapons release

      More magnets = new choices.

      --
      Why is it so hard to only have politicians for a few years, then have them go away?
    4. Re:This is looking good - Re:Hmm... by adolf · · Score: 1

      Put a magnet on the car, and the reed switches under the track.

      This keeps the car simple, which may be important since currently it's not modified except to support a camera. Wire up a group of reed switches in parallel for boost, another group in parallel for weapons, another group for something else.

      Wire is cheap.

    5. Re:This is looking good - Re:Hmm... by Dishevel · · Score: 1
      How the fuck was that troll?!?

      Ah I get it. Intolerant Muslims with mod points that do not like my sig.

      --
      Why is it so hard to only have politicians for a few years, then have them go away?
    6. Re:This is looking good - Re:Hmm... by Kireas · · Score: 1

      Except then of course you need to send the boost and weapon 'ammo' data to the cart - thus having the switches on the cart rather than in the track.

      --
      To much anime is bad for the brain...desu.

      Sorry. Couldn't help it.
    7. Re:This is looking good - Re:Hmm... by adolf · · Score: 1

      Naah.

      With switches in the track, here's how boost would work:

      Have the car run a maximum throttle of, say, 80 percent (limited by the Arduino which is already installed at the control side of things), until boost is activated. Then, up the maximum throttle to 100 for a predetermined period of time after hitting boost. The car needs no smarts for this.

      Track ammo and weapons at the control side, too, again using the existing control hardware. Then, use a wireless trigger to fire the weapon. When out of ammo, the controls simply disable the sending of the trigger command (however that happens). The electronics for this needn't be smart. Hacking in the RF section from some other RC car (which will provide at least left/right/off and forward/reverse/off) sounds very cheap, easy, reliable, and low-latency, while giving plenty of control options for whatever weaponry is to be used.

      I guess I still see no reason to add a bunch of fidgety logic circuits, let alone microprocessors, to the car.

    8. Re:This is looking good - Re:Hmm... by Kireas · · Score: 1

      Well, the logic circuits would be because, in Wipeout, you get boosts and weapons only when you pass over the boost or weapon pads respectively.

      Your method is mostly sensible, but how do we know when to reward the boosts and ammo? The car needs to be able to sense the switches in the track - and you can't have the technology in the track as we've come up with so far, as otherwise one car passing over a pad will give boosts to every car you are using.

      --
      To much anime is bad for the brain...desu.

      Sorry. Couldn't help it.
    9. Re:This is looking good - Re:Hmm... by adolf · · Score: 1

      I don't think I've ever actually played Wipeout, so I guess I didn't realize that keeping track of more than one car would be needed. I did look at the simulator and associated video and it looks like it's only geared for one car. *shrug*

      If more than one car is to be run at one time, then it'll be more difficult.

  10. That takes me back abut 40 years by Liambp · · Score: 3, Funny

    Yes this is awesome but before you youngsters get too uppity about it I remember a time when all arcade games were basically like this. You actually controlled a little toy car or a little submarine or whatever. Mind you in those pre-microprocessor days the games were laughably crude compared to Jehmlich's masterpiece but us old timers gotta grab every chance we get to adopt a condescending air of "seen it all before"ness

    1. Re:That takes me back abut 40 years by dj245 · · Score: 1

      If you ever visit San Francisco, don't miss the Musee Mechanique. They have dozens of such mechanical arcade machines. Some are really ingenious.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
  11. Cool... by mix77 · · Score: 1

    Really cool!

  12. Vote story +1 awesome by pinkushun · · Score: 1

    Props to Malte for actualizing his idea into an amazingly cool working prototype!

  13. RC helicopter next? by orange47 · · Score: 1

    imagine this thing with RC helicopter!
    finaly, a flight sim with decent graphics..

    1. Re:RC helicopter next? by TheLink · · Score: 3, Informative

      You mean something like this? http://www.youtube.com/watch?v=TSv2ca-IECc

      --
  14. Rollcahe by Anonymous Coward · · Score: 0

    He should have based his design on "Rollcage" (same genre of game by Psygnosis) and not Wipeout.
    Especially since he would never have to bother with manually flipping the car over.

  15. Life Imitating...Art by smitty777 · · Score: 4, Informative

    It's ironic - they used to make computerized games that would emulate real life. The circle is now complete...

    --
    "Before God we are all equally wise - and equally foolish"
    Albert Einstein
    1. Re:Life Imitating...Art by Anonymous Coward · · Score: 0

      I played a game where you fly a drone about Afganistan looking to kill Taliban members... at least I hope it was a game cause I missed a few and got some innocents.

    2. Re:Life Imitating...Art by mgblst · · Score: 1

      It is not ironic at all. It is coincidental at most.

      Maybe you could stop using words you don't know? Nah, impossible, how un-american.

    3. Re:Life Imitating...Art by smitty777 · · Score: 1

      Thanks for the English lesson, my friend. Unfortunately, you are wrong. The dictionary defines irony as
       

      "incongruity between what is expected to be and what actually is, or a situation or result showing such incongruity ".

      If you make the effort, I think you will see how this applies to my post

      I'm also curious as to why you assume I'm an American, and the source of your bigotry?

      --
      "Before God we are all equally wise - and equally foolish"
      Albert Einstein
    4. Re:Life Imitating...Art by Anonymous Coward · · Score: 0

      Maybe you could [sic] learn to type good English? Since we're being grammar Nazis here, maybe you could take it easy on the commas. Plus, it's spelled American. I've seen some of your other posts. Why is it your job to put everyone else on slashdot in their place?

  16. On a similar note by ledow · · Score: 3, Interesting

    I've *always* wanted to have the money to burn that I could create something I thought of even when I was a kid.

    Combine "laser-tag / Quasar" with a 3D FPS. If anyone ever watched Knightmare as a child, they'll know what I mean. Basically, have a "blank set" in an arena somewhere - literally just plain green boxes and walls. Stick ten people inside the arena, each with VR-style headsets with similar tracking. Their heads up display provides the 3D/texture detail over the green-screen, so it just looks like you're "inside" a Quake / Counterstrike / Whatever level. Equip players with a "gun" of some kind and then track the 3D position / heading / trigger of the gun using whatever means.

    With some simple green-screen tricks you can put the live image of your opponents into the virtual world quite easily (camera on the headset, green-screen overlay on the video game image - because the arena matches the virtual world, no need to worry about depth, wall-perception, etc.). When players shoot, they just trigger a message and then the video game decides the outcome. Dead players get their screen blanked, game over, and have to make their way out of the arena. You could even include grenades, etc. quite simply, and so long as the physical arena matches the virtual one, you can apply it to virtually any 3D game.

    You can't "jump" onto ledges, or do crawling, jumping, camping etc. unless you're capable of it in real life, but yet there's no stupid-quasar-feel to it and you can have lives, damage, shields, etc. The game doesn't have to "draw" you at all, or try to interpret how you're standing, or what bits people can see of you (damage-taking should be as simple as finding a coloured blob on an all-green arena in the direction of the gun-facing and determining if they were shot or not and working out which player they are should be quite simple), the game "feels" like you're inside it, and you can only do things that you can actually do. Campers would end up with cramp, bunny-hoppers would be exhausted, etc.

    Probably it's just me and nobody would play it but if I was a millionaire, I'd damn well build something like that in my mansion for my friends to play with.

    1. Re:On a similar note by Hogwash+McFly · · Score: 1

      It's not just you. See a past post of mine on a story about AR. Thinking about it, an AR car track (with life size electric go-karts, the drivers wearing helmets (that is, the hard kind as well as the electronic kind)) might be easier to implement because movement is more restricted than running around with a laser gun. A go-kart is always the same height off the ground as its movement is more predictable than a running, ducking, rolling laser tag player.

      An indoor kart track could change its environment like existing computer racing games (snow stage, jungle stage, etc.) as well as having powerups that affect the behaviour of the kart (boost, weapons). One thing to consider is the safety, because you might get more reckless driving if people feel like they are driving in a game despite them being propelled by a very real vehicle.

      --
      Mother, do you think they'll like this sig?
  17. 8.7 of 10 stars. that track needs camber though! by qwerty8ytrewq · · Score: 1
    the track desperately needs

    camber

    then the cart could really stick to the corners and crank some speed. this thing has heaps of potential. especially as the karts could have weapons, speed control, be modded like crazy. and the whole thing could be run o'er the good ol' net... Arr, I predict some underground gambling to be done. screw rooster fighting, this is the next big thing. my kart is going to be made from epoxy lego for sure! respect to the work and spirit of fun that has gone in there! the wharehouse site is very cool too.

    --
    Waiting for the other shoe to...
  18. (Yawn) That Was Easy ... by smitty777 · · Score: 1

    ...let's see him try that with Homeworld

    --
    "Before God we are all equally wise - and equally foolish"
    Albert Einstein
  19. Why is this on /.? by Anonymous Coward · · Score: 0

    I know it's prime for some lash, but why is this on Slashdot? Even the fad of "ooo look I can send a camera to space" presented a somewhat greater challenge then this. And this isn't even in idle.

  20. Unvirtual Reality by Fuseboy · · Score: 1

    I'm savoring the irony in using physical reality to simulate a simulation.

  21. Nice physics by Anonymous Coward · · Score: 0

    That game has one of the best physics engines I've ever seen. Looked very realistic aside from a few minor flaws I spotted.

  22. Wipeout? by the Surfaris? by JonStewartMill · · Score: 2, Funny

    I can't be the only one who immediately thought "how did they recreate a classic 'surfer rock' song from the 60s using a radio-controlled car?"

  23. It's closer than you think. by VortexCortex · · Score: 1

    You could use this technology with a different green screen set.
    http://www.dailymotion.com/video/x9anuy_virtualization-gate-siggraph-2009-e_tech

    Or even just paint the environment like a level and use augmented reality to add the weapons and effects similar to this:
    http://vimeo.com/6885648

    Perhaps a combination of the two where the real world (green screened) acts as the game's "physics",
    and a few stock physical objects (like Nerf balls / guns) are modified digitally to become various weapons and items?

  24. DisneyQuest had something like this years ago by oh-dark-thirty · · Score: 1

    Orlando FL location. It was under a transparent floor, and you remotely piloted little r/c trucks with lights and a cam from stand-up stations equipped with a steering wheel and CRT. Spectators could watch (and guide) you roaming around looking for lost treasure or whatever from above, while you drove the car. They had a lot of tech problems with the system, including some of the cars catching on fire, so I believe they eventually scrapped it. I played with it when it was working, and it was a lot of fun.

  25. Why Vimeo? by Anonymous Coward · · Score: 0

    Is it just me or does Vimeo always suck when videos are linked from /.? I get a few seconds then the video craps out under the load...

    At least Youtube seems to always work.

  26. Alternate video link? by dengel1012 · · Score: 1

    Anyone have an alternate video link? Vimeo sucks yet again...

  27. Turns out it might all be crap? by mdm-adph · · Score: 0, Offtopic

    https://twitter.com/googlepubpolicy/status/20393606477

    "@NYTimes is wrong. We've not had any convos with VZN about paying for carriage of our traffic. We remain committed to an open internet."

    --
    It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
  28. Re:Wipeout? by the Surfaris? by oldmac31310 · · Score: 1

    You are not alone!

    --
    http://www.acetonestudio.com
  29. Re:Wipeout? by the Surfaris? by Anonymous Coward · · Score: 0

    (You are not alone)

  30. That's pretty sweet! by John+Pfeiffer · · Score: 1

    That's totally friggin awesome. I just wish their comment security worked, but it doesn't, so I'll post my comment here instead.

    Awesome! :)

    I'd say there's two ways to automatically deal with the flipping. The first and easiest, would be to add a small piston or something that flips the vehicle back over, either automatically (After it's been upside down for X number of seconds) or make it so the player has to hit a button.

    The second and more complex solution, would be to build a new chassis from scratch that can keep driving regardless of the orientation, and have a simple sensor that tells the software to reverse the steering inputs and rotate the video 180 degrees.

    After the flipping issue is resolved, the next obvious step is...MULTIPLAYER!!

    The ideas in the comments on /. are awesome as hell though, like ways of implementing boost and whatnot :3

    I just don't think that little car can do 'Wipeout boost' fast though. ;P Maybe if it were one of those larger scale and disgustingly overpowered brushless competition dealies that go nearly 100mph or something stupid like that... But then you're moving into lolwaytoofast and lolholeinthewall territory.

    --

    Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
  31. What it lacks by Xamusk · · Score: 1

    and one can easily overcome is: MULTIPLAYER!