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Revision 47 . . (edit) March 8, 2004 9:03 EST by Nano
Revision 45 . . March 8, 2004 7:47 EST by Kuuran
  

Difference (from prior major revision) (minor diff)

Changed: 171c171,173
This is a somewhat different implementation of the same idea, though. It's interesting to note that (I think) using 8/11 instead of asin(8/11) is more accurate, not an approximation. Since lateral velocity is the component of velocity perpendicular to you at all times, the only way to keep it at 8 for every tick would be to circle you, that's where GF 1 is in this case. It also makes me think about GFs registered with positive and negative AdvancingVelocity, shouldn't they correspond to different angles in this case? -- Kuuran
This is a somewhat different implementation of the same idea, though. It's interesting to note that (I think) using 8/11 instead of asin(8/11) is more accurate, not an approximation. Since lateral velocity is the component of velocity perpendicular to you at all times, the only way to keep it at 8 for every tick would be to circle you, that's where GF 1 is in this case. It also makes me think about GFs registered with positive and negative AdvancingVelocity, shouldn't they correspond to different angles in this case? -- Kuuran

I had no idea that NanoLauLectrik or any other bot used this method to find bearings. I came up with it on my own as I was trying to find a smaller way to compute angles than the usual GF calculations. However, it must be noted, as Kuuran alludes to, that it is not accurate unless the enemy is orbiting. For instance, if a bot moves perpendicular to your bullet instead of perpendicular to YOU (and thus gets to the maximum angle of Math.asin(8/11)) this method will actually register an angle less than 1, as his lateral velocity will have been less than 8 every tick. Overall the method is an approximation that assumes orbital movement, but it is a very handy approximation, for nanos. -- nano

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