Difference between revisions of "Thread:Talk:DrussGT/Precise Max Escape Angle bug"

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m (New thread: Precise Max Escape Angle bug)
 
m (Replaced content with "It's a mistake of my eye ;) ignore it.")
 
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After experimenting nearly the same set of attributes but having much worse performance than DrussGT's gun, I begun reading code of DrussGT.
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It's a mistake of my eye ;) ignore it.
 
 
Now with getSmoothedEndPoints/getStraightEndPoints, it seems that the enemy location is overridden by initial location each tick in the simulation loop, so the simulated enemy is actually not moving at all.
 
 
 
So instead of using Precise Max Escape Angles from all three styles, DrussGT is actually using getDirectEndPoints solely.
 
 
 
These answers why cutting angles outside of PMEA improves performance, which contradicts to that no angles should exist beyond PMEA.
 
 
 
Be warned, these might be Performance Improving Bug, but fixing the names helps the community to move even further in targeting strategies.
 

Latest revision as of 03:13, 22 June 2019

It's a mistake of my eye ;) ignore it.