Difference between revisions of "Talk:Waves/Precise Intersection"

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(→‎Wave Surfing: banching)
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I was planning to add all 3 to [[Wintermute]], ie, branch when the wave first strikes, branch when the wave passes midway, and branch when the wave exits, but after adding in a stop branch for every tick on the second wave it was too slow to do that without skipping turns. I think it now branches at the mid-point only...--[[User:Skilgannon|Skilgannon]] 13:21, 20 October 2009 (UTC)
 
I was planning to add all 3 to [[Wintermute]], ie, branch when the wave first strikes, branch when the wave passes midway, and branch when the wave exits, but after adding in a stop branch for every tick on the second wave it was too slow to do that without skipping turns. I think it now branches at the mid-point only...--[[User:Skilgannon|Skilgannon]] 13:21, 20 October 2009 (UTC)
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My experience, precise intersect or not, is that I've seen a measurable decrease in performance any time I try surfing waves any longer than I do now. I surf until they are less than one bullet velocity away, meaning they will pass my center before I can move again. I have some thoughts on this. If you weight by distance or by time to impact, the weight of the wave after it passes your center will be very high, while the chance of it hitting you if it hasn't already is very low. Giving it less weight somehow might help. Also, be careful not to give it negative weight, since your time to impact or distance calculation may give a value less than zero. --[[User:Voidious|Voidious]] 13:32, 20 October 2009 (UTC)

Revision as of 14:32, 20 October 2009

Credits - Waves/Precise Intersection
Old wiki page: Rednaxela/SuperBotwidth
Original author(s): Rednaxela
Credits - Waves/Precise Intersection
Old wiki page: Garm/BotwidthCalculation
Original author(s): Krabb
Credits - Waves/Precise Intersection
Old wiki page: Skilgannon/PreciseIntersect
Original author(s): Skilgannon

Wave Surfing

So far I know a few robots use Precise Intersection in their wave surfing. Unfortunately their code is either too messy (Wintermute) or too granular (RougeDC) that I don't know which class to look. So I asked here. (Diamond is too new to look into for this)

Normally you surf waves 'till the wave passed centre of the robot. But with precise wave intersection, in order to gain pixel-perfect surfing, you need to surf the wave until they passed the robot. So if anybody does this or the other way? --Nat Pavasant 11:20, 20 October 2009 (UTC)

I was planning to add all 3 to Wintermute, ie, branch when the wave first strikes, branch when the wave passes midway, and branch when the wave exits, but after adding in a stop branch for every tick on the second wave it was too slow to do that without skipping turns. I think it now branches at the mid-point only...--Skilgannon 13:21, 20 October 2009 (UTC)

My experience, precise intersect or not, is that I've seen a measurable decrease in performance any time I try surfing waves any longer than I do now. I surf until they are less than one bullet velocity away, meaning they will pass my center before I can move again. I have some thoughts on this. If you weight by distance or by time to impact, the weight of the wave after it passes your center will be very high, while the chance of it hitting you if it hasn't already is very low. Giving it less weight somehow might help. Also, be careful not to give it negative weight, since your time to impact or distance calculation may give a value less than zero. --Voidious 13:32, 20 October 2009 (UTC)