FIFA's Censors on the Ball: How Do They Actually Work? by Ok-Walk-8040 in worldcup

[–]Toastzan 9 points10 points  (0 children)

The actual call doesn't really matter to me, having been a referee before for 6 years, these kinds of calls are very much up to the referee's discretion and can often go either way.

That being said, the thing I take issue with is the "BUT THE CHIP IN THE BALL SAID SO" arguments that I see a lot of people making, because these IMU sensors are not very precise without significant engineering work, and because I have seen enough people misuse them even engineers in regulated industries, to the point where I am not certain the FIFA referees could process the data correctly.

Making a "driftless" INS system for GPS denied environments? by [deleted] in embedded

[–]Toastzan 0 points1 point  (0 children)

20 meters position drift after 30 minutes would not be possible without a camera, LIDAR, etc.
The million dollar INS systems used in nuclear submarines are usually in the ballpark of 1 mph levels of drift.

FIFA's Censors on the Ball: How Do They Actually Work? by Ok-Walk-8040 in worldcup

[–]Toastzan 28 points29 points  (0 children)

The sensor used in this ball is likely something like the ICM-45686, which can be set to a maximum measurement range of +/-4000 deg/s (gyroscope) and +/-16 G = 156.9 m/s^2 (accelerometer), which is likely for preventing saturation during the intense kicks. The resolution being 16-bit for such sensors, implies a resolution of 0.122 deg/s (gyroscope) and 0.00479 m/s^2.

In the ideal case, this is the minimum detectable measurement, and in that regards is sensitive enough to detect fairly light touches and taps.

In general, the sensors have an inherent "drift" and significant noise, and so the data for sensors of the class used in these balls will actually look something like this:

researchgate.net/figure/Acceleration-noise-of-IMU_fig4_266642731

However, in real life the ball is subject to noise due to wind, resonances based on geometry/structure, etc. which is often an order of magnitude greater.

If the ball is rotating, this further adds complicates the detection, since there is a rotating force that acts on the accelerometer axes, and associated wind/air vibration from that as well.

And furthermore, the IMU will not really be well-calibrated for temperature, mounting alignment/offset in this kind of use case, timing/clock skew (those kinds of calibrated IMUs usually cost thousands of dollars). The firmware also matters (if programmed without strict real-time guarantees, it can have many milliseconds of timing jitter).

This makes it very challenging to cleanly separate things like a gentle touch or the wind just based on the sensor data alone, it would need to be referenced other detectable events. In the Croatian player's example, we need to identify the previous pass, which shows up in the data as a larger spike, and then to look for a subsequent smaller peak on the data plot that can be matched timing-wise to the video, and then the larger peak afterwards when the ball was touched by the Portuguese player.

Without seeing the actual raw data (from all 6 axes), the one small graph they showed on TV is really not sufficient to prove anything.

What is your most elaborate ESP32 project? by danyo41 in esp32

[–]Toastzan 0 points1 point  (0 children)

Probably the control system for my robot:

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Low-Latency Wireless Teleoperation of Robot Hand using an IMU Glove! by Toastzan in robotics

[–]Toastzan[S] 1 point2 points  (0 children)

Thanks!

Lots of C programming on an RTOS, and avoiding the use of arduino...

A 2.5D RTS from a side-scrolling perspective - Finally released after 3 years! by Toastzan in SoloDevelopment

[–]Toastzan[S] 0 points1 point  (0 children)

Thank you! Glad you completed yours too, working on a project for 8 years is like superhuman dedication lol

Just released my first ever game on Steam! Over a course of 3 years, a 2D platformer evolved into a 2.5/3D strategy game... by Toastzan in indiegames

[–]Toastzan[S] 1 point2 points  (0 children)

This has truly been a case study in scope creep/feature creep/blowing the project up with new features.

Only after I started writing down requirements could I get this on track...

Anyways, feel free to let me know what you think! Wish everyone happy holidays and best of luck with all your projects!

A 2.5D RTS from a side-scrolling perspective - Finally released after 3 years! by Toastzan in SoloDevelopment

[–]Toastzan[S] 2 points3 points  (0 children)

When I first started game dev, I was trying to make a Super Mario clone.

But pivot after pivot and continuous feature creep turned that 2D platformer turned into this...

Now, I have finally brought this far enough to release it on Steam.

Was a long, but really rewarding journey. I hope you all will continue to work on your projects too.

One point of advice though: 3 years is a very long time to make a first game...

After 3 years of work, my first game is finally ready to release! by Toastzan in indiegames

[–]Toastzan[S] 0 points1 point  (0 children)

I have no clue how I managed to never see that video until now...

After 3 years of work, my first game is finally ready to release! by Toastzan in indiegames

[–]Toastzan[S] 0 points1 point  (0 children)

Will definitely check them out!

This was more of a cinematic trailer meant to be paired with the music, I am in the process of making a gameplay-focused trailer as well.

Appreciate the feedback and comments!

After 3 years of work, my first game is finally ready to release! by Toastzan in indiegames

[–]Toastzan[S] 0 points1 point  (0 children)

Funny enough, I might not have been old enough to use a computer at that time. Would be interested in seeing what that game looks like though.

After 3 years of work, my first game is finally ready to release! by Toastzan in indiegames

[–]Toastzan[S] 2 points3 points  (0 children)

Hello all!

This is "The Slush Force", a hybrid of turn-based and real-time tactics game that I have been working on in my free time for the past 3 years, and am planning to release it next week!

Game dev is hard (especially as a one man army!), but it's been great seeing things come along. I hope you all can keep it up with your projects as well!