Difference between revisions of "Scalar/Version History"

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m (unique Goto surfing)
m (No longer power 3 bullet on dying bot!)
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* {{SimpleVersion|date=2018-06-14|version=0.01e2}}
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** Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot!
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* Planned — 0.011
 
* Planned — 0.011
 
** <s>Migrate [[ScalarBot]]’s 1v1 movement & gun</s>
 
** <s>Migrate [[ScalarBot]]’s 1v1 movement & gun</s>
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* Planned — 0.01e2
 
* Planned — 0.01e2
 
** Keep track of everyone’s firing for literal melee wave surfing
 
** Keep track of everyone’s firing for literal melee wave surfing
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** Try some redesigned 1v1 movement inspired by its (Neuromancer style “brute force”) melee surfing. It should give PMs a hard time since more movement options are examined (which creates complex paths) and more prediction power is involved (which allows some DrussGT style random decelerating).  
 
** Try some redesigned 1v1 movement inspired by its (Neuromancer style “brute force”) melee surfing. It should give PMs a hard time since more movement options are examined (which creates complex paths) and more prediction power is involved (which allows some DrussGT style random decelerating).  
 
** End up some goto movement similar to [[Carbon]], but without second wave surfing or object creation in loops.  
 
** End up some goto movement similar to [[Carbon]], but without second wave surfing or object creation in loops.  
 
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* {{SimpleVersion|date=2017-11-06|version=0.01e}}
 
* {{SimpleVersion|date=2017-11-06|version=0.01e}}

Revision as of 13:03, 14 June 2018

Scalar Sub-pages:
ScalarVersion History - Understanding Scalar

  • 0.01e2 – 2018-06-14
    • Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot!


  • 0.01e – 2017-11-06
    • MeleeRumble ‒ APS: 67.62% (11th), PL: 389-12 (13th), Survival: 36.51%
    • Rewrite melee movement, implement Neuromancer style “brute force” true melee surfing (only surfing preloaded HOT now).
    • Merge ScaledBot movement graphics & adapt it to show predicted paths like Neuromancer does, pretty cool now!
    • Well it takes me an hour to write, two nights to tune & fix bugs...
  • 0.01d1 – 2017-11-05
    • Thanks Skilgannon for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.
      • Use approximations from "Fast Polynomial Approximations to Sine and Cosine" for sin & cos, 3~5x faster!
      • Use floor for faster normalAbsoluteAngle & normalRelativeAngle, 5.4x faster!
      • Use Chebyshev Approximations (http://metamerist.com/cheby/example38.htm) for atan & atan2, 13.86x faster! (my version uses degree 5 while Skilgannon uses degree 4, not sure the speed difference though)
  • 0.01d – 2017-11-02
    • MeleeRumble ‒ APS: 63.94% (25th), PL: 362-39 (39th), Survival: 26.62%
    • Fixed a lot of bugs in PIF gun ;)
    • Implemented melee wave tracking (no gun heat waves yet), and no reaction to that information yet.
  • 0.01c – 2017-10-31
    • Simple melee movement that dodges a lot of HOT bullets without surfing ;)
    • Simple PIF gun that selects scans randomly
  • 0.01b – 2017-10-29
    • Rewrite ScalarBot’s framework from scratch, so that every single object is either static or pooled. No object creation/deletion between ticks or even rounds!
    • Write a melee radar
    • Migrate ScalarBot’s 1v1 radar into melee radar