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If it takes in account every single bullet in the air, then it is a form of [enemy] virtual bullets. Which does the same thing as waves, except in a more complicated way. It was the most used data structure, until someone had the insight of representing shots as circumferences growing in radius over time.

I use waves now, but also store a collection of headings inside the wave to cache k-NN search results. Combine a circumference and a heading and you have an exact x,y coordinate to use in danger estimation. Combine all circumferences with all headings and you have all x,y coordinates of enemy virtual bullets flying in the battlefield.

MN (talk)16:24, 2 December 2013

MN - thats pretty much exactly what I do. However, the interesting thing is what I do after I have the predicted x,y positions of bullets! :)

Wolfman (talk)17:30, 2 December 2013

In 1v1, I don't use x,y coordinates, I use "one-dimensional" headings alone to estimate danger at each GF.

In melee/team, I use x,y coordinates to generate anti-gravity points. I tried using minimum risk once and x,y coordinates to estimate risk (melee surfing), but it performed poorer than anti-gravity/shrapnel dodging and it was never uploaded to the rumble. Probably a tuning issue which I never fixed.

MN (talk)16:11, 3 December 2013