Thread: RE: [Algorithms] Collision detection patent
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From: Tom F. <to...@mu...> - 2000-08-15 19:18:05
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Well, the only non-trivial bits I can see (having glanced through it briefly) are: (1) Pick the right non-linear function for impluse response. (2) Subdivide time when a collision happens to model it at a finer res. I'm sure loads of people have done (1) (especially with car suspension systems and the like), and I personally coded (2) about five years ago, and I'm sure many others have too. Date of filing is 1998, and I suspect there will be plenty of prior art. My guess is there will be at least three instances within five miles of where I sit (Guildford - incestuous coding hothouse of the UK). Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Michael S. Harrison [mailto:mic...@ud...] > Sent: 15 August 2000 19:46 > To: gda...@li... > Subject: [Algorithms] Collision detection patent > > > I have no idea if this is going to start an off-topic patent > war, but I'm interested in the reaction here on the following > patent. http://www.patents.ibm.com/details?pn=US06067096__ > > I read about it in the latest Game Developer and did a bit of > reading through the patent claims since it appears that Mr. > Nagle is attempting to patent methods which have not only > been written about prior to his application (March, '98) but > actually implemented in our, and other people's engines, prior to '98. > > According to GDMag, he actually intends to go after game > companies which infringe his patent. > > Thoughts? > > > - Michael Harrison > High Plains Coder, > United Developers / Inertia, LLC > Work log @ http://lynx.inertiagames.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Jason B. <jba...@ig...> - 2000-08-16 13:17:51
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IMHO, if a patent is contested and the originator loses, they should have to pay all costs plus some large amount to the contestor. That would encourage companies to only file patents for technology they are confident of owning; i.e. it moves the onous of investigation (sp?) onto the companies and builds in penalties for abuse. |
From: Steve W. <Ste...@im...> - 2000-08-17 14:46:34
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All the more reason to research and develop your own code. Rockn-Roll > -----Original Message----- > From: Michael S. Harrison [mailto:mic...@ud...] > Sent: Tuesday, August 15, 2000 11:46 AM > To: gda...@li... > Subject: [Algorithms] Collision detection patent > > > I have no idea if this is going to start an off-topic patent > war, but I'm interested in the reaction here on the following > patent. http://www.patents.ibm.com/details?pn=US06067096__ > > I read about it in the latest Game Developer and did a bit of > reading through the patent claims since it appears that Mr. > Nagle is attempting to patent methods which have not only > been written about prior to his application (March, '98) but > actually implemented in our, and other people's engines, prior to '98. > > According to GDMag, he actually intends to go after game > companies which infringe his patent. > > Thoughts? > > > - Michael Harrison > High Plains Coder, > United Developers / Inertia, LLC > Work log @ http://lynx.inertiagames.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Pierre T. <p.t...@wa...> - 2000-08-17 20:02:18
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I dropped a on-purpose inquisitive and naive mail on comp.games.development.programming.algorithms where John Nagle can be reached. Here is his answer, for what it's worth. Pierre ============================================================ Hi there, I recently heard rumors about a new patent regarding collision detection/collision response. As far as I know, this is a patent from John Nagle, related to Animats's Softimage plug-in called "Falling Bodies". I'd really like to have more information about that one. You know how rumors can be. Crazy things are said. For example one reported it was covering most collision detection methods, which have been used in games for years. Which is, let me find the appropriate word.... oh yeah: grotesque. And shameful as well. I think I'm wrong in the way I understood that patent, am I not? I'd love to hear what's the exact issue here, what it is supposed to change for game developers, and so on. Regards, ============================================================ Sure. See http://www.animats.com/topics/patents.html Read claim 1 of the second patent listed for what's covered. The general idea is that older "penalty method" systems break down on the hard cases, but this one doesn't. Most other demos of physically-based animation have simple blocks or balls banging around. Even then, they usually don't get motion that makes things look like they have weight, one of the hardest things to do in animation. We have human figures falling downstairs, and they looks right. And it's not vaporware; we have demos, downloads, videos, and a shrink-wrapped product, and we've had them for years. We took a technology that sucked and made it work. That's a patentable improvement. I'd be glad to discuss this with industry people who have a problem with this. I'm also willing to consider licensing games or academic work that are 100% open source and covered under the GPL at no charge. John Nagle Animats www.animats.com Menlo Park, CA |
From: Brock, K. <kb...@8c...> - 2000-08-15 20:37:22
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Howdy, > I have no idea if this is going to start an off-topic patent > war, but I'm interested in the reaction here on the following > patent. http://www.patents.ibm.com/details?pn=US06067096__ Can't wait for this guys to go after Bungie now they they are owned by MS. The fireworks should be very pretty. =) Regards, KB |