Difference between revisions of "Talk:Robocode/Game Physics"
Awesomeness (talk | contribs) (Bullet collion) |
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Oh, is it a 40 pixel long sqare? that's what it looks like. --[[User:Awesomeness|Awesomeness]] 22:43, 3 May 2009 (UTC) | Oh, is it a 40 pixel long sqare? that's what it looks like. --[[User:Awesomeness|Awesomeness]] 22:43, 3 May 2009 (UTC) | ||
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+ | No, it is 36px non-rotating square. » <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> » 23:42, 3 May 2009 (UTC) |
Revision as of 00:42, 4 May 2009
I need to know percisely, which might involve rotating a rectangle, I don't know, if a point intersects my bot, given its X and Y location. Remeber that in Robocode, Y is reversed. While I'm at it, I might just ask: What your opinion is on whether I should do surfing or anti-gravity movement to dodge predicted bullets my robot simulates? --Awesomeness 21:52, 3 May 2009 (UTC)
The 'hitbox' of a robot is always a non-rotated square at the bot's location, so the former check is very very simple. As for your second question: It depends. Surfing is going to be stronger almost surely, however anti-gravity movement is considerably simpler. My suggestion would be to do anti-gravity for now, and at a later date try surfing once you feel comfortable with exactly how it works. --Rednaxela 22:01, 3 May 2009 (UTC)
Oh, is it a 40 pixel long sqare? that's what it looks like. --Awesomeness 22:43, 3 May 2009 (UTC)
No, it is 36px non-rotating square. » Nat | Talk » 23:42, 3 May 2009 (UTC)