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Revision 9 . . January 12, 2007 7:41 EST by Voidious [comment]
Revision 8 . . January 12, 2007 7:37 EST by Chase-san [comment]
  

Difference (from prior major revision) (no other diffs)

Changed: 66c66,68
Hmm, I currently calculate the distance the wave has passed by, distanceToImpact? positive means it hasn't hit yet, negative it has already passed. All I really do is record it at waveSpeed (or there abouts) to aproximate the perfect factor, where as for you I would have to record at about -waveSpeed/2 (ranging from -5.5 to -9.85). But according to that I should check around waveSpeed*1.5? (Mind you I still plan to try my interpolation) --Chase-san
Hmm, I currently calculate the distance the wave has passed by, distanceToImpact? positive means it hasn't hit yet, negative it has already passed. All I really do is record it at waveSpeed (or there abouts) to aproximate the perfect factor, where as for you I would have to record at about -waveSpeed/2 (ranging from -5.5 to -9.85). But according to that I should check around waveSpeed*1.5? (Mind you I still plan to try my interpolation) --Chase-san

Assuming you have the fire time, location, and speed correctly, yes, I make the wave break when it's at (distance to enemy - (1.5 * wave speed))... 1 for the extra "wave speed" the bullet goes before checking for collisions, and .5 for the averaging of things. How often this ends up as a different bin is something I haven't tested, though, and it's probably fairly rare. -- Voidious

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