Is UFC 2009 Undisputed too complicated for anyone else?0
Matt posted in Games on June 27th, 2009
I like UFC, and I enjoyed the Dreamcast game, so I decided to check out the latest game. It got positive reviews and has been selling well apparently. I spent like half an hour completing the tutorial which outlines a crap ton of moves. By the time I went to fight, I couldn’t remember half of what I was the tutorial covered. It uses both analog sticks, the 4 face buttons, all 4 shoulder buttons, the analog stick clicking, half rolls on the right stick, 3/8th rolls on the right stick, full circle rolls on the right stick and flicking the left stick (which is extremely difficult for me to do). I know I suck at games, but does this strike anyone else as too complicated? It’s very true to MMA, but I feel like only huge MMA enthusiasts will really enjoy the game… Maybe there are more out there than I would have guessed, but I don’t see myself wanting to play this game again…


In order to simplify the math, we can write the equation as
where
and
.




where
and
.
, we get
. Since
is known, plugging that into the previous equation we get
.
is also known as the Hermite Basis Matrix, and is easy to calculate.
. If that statement is a little confusing, let’s do the math:

. This is a better format anyway because now we are multiplying a row vector by a 4×4 matrix, which should be something easily computable with standard math libraries. So finally, let’s say
.

as a vector intrinsic, and when you want to evaluate it, you compute
and dot it with
) with a constant matrix, so that is easy to do as well. Isn’t that elegant?
, but the same math applies to
and
. Basically each component will have an independent cubic equation that is solved by multiplying
are the tangent, which has a direction and magnitude. The tangent is the derivative of the curve at the point, which is the rate of change. For a position function, the rate of change is the velocity. However, we have a cubic function with a parametric
parameter, which isn’t the same as time in seconds or whatever your unit is. You can convert it to whatever units you’d like by using
to
. Unfortunately, finding the general equation for arc length for a cubic is extremely complicated, so this probably isn’t a good approach for real time applications. You can either iteratively estimate it or estimate it by dividing your desired world space speed by the magnitude of the tangent vector. However, in many situations, the cubic path works just fine.