1.7.30 - As the wave breaks

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Revision as of 23 June 2012 at 13:52.
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1.7.30 - As the wave breaks

I'm really curious to see how "cast shadows over firing angles that already would have hit" works out. This is actually a feature I had implemented in RougeDC a long time ago, but I can't remember if I saw much benefit in the rumble or not.

    Rednaxela15:00, 23 June 2012

    Yeah, it seems like a cool feature, and it doesn't seem possible it would cost you points unless there is some other bug or quirk at play. Looks like I lost 0.1 APS, which could be margin of error, but I didn't really reproduce a score increase in tests either, so I think it's accurate. Another nice thing this would let me do is surf a wave until it completely passes without sacrificing anything. If I'm modeling the danger accurately, I'll pretty much be surfing the second wave as soon as I am now anyway, and even a tick or two sooner in a lot of cases where waves break along my front edge.

    The one aspect that probably needs improving is how I apply shadows to the danger calculation. I ignore any firing angles that fall within a shadow, and I multiply the final danger by (1 - the percentage of firing angles that are shadowed). Of course this yielded like 0.8 APS with bullet shadows, so it must be a decent approach, but the right way to do it is obviously with integrals and all that. I think I need to change my kernel density formula to do it right, which is something I still need to figure out.

    It's funny, I've thought about this idea before, but it always seemed like a hugely complex thing to try to deal with. This time I already had all the pieces in place to do it without much additional work: precise intersection, bullet shadows, plus a lot of newly refactored wave code that makes my life a lot easier. =)

      Voidious15:52, 23 June 2012