Difference between revisions of "GravityWave/Tests/Archive June182009"
J Litewski (talk | contribs) (added new entry) |
J Litewski (talk | contribs) (Funny new test) |
||
Line 14: | Line 14: | ||
Really no changes besides fixing the wall smoothing buffer to be dynamic instead of static (i.e., it now uses getBattleFieldHeight() and getBattleFieldWidth() minus getHeight() and getWidth() (all as ints) for the wallSmoothing function instead of fixed variables. I also moved a lot of functions from GravityWave to Hh2_Utils, but that shouldn't of impacted the performance any, since it was just a copy and paste job. | Really no changes besides fixing the wall smoothing buffer to be dynamic instead of static (i.e., it now uses getBattleFieldHeight() and getBattleFieldWidth() minus getHeight() and getWidth() (all as ints) for the wallSmoothing function instead of fixed variables. I also moved a lot of functions from GravityWave to Hh2_Utils, but that shouldn't of impacted the performance any, since it was just a copy and paste job. | ||
+ | ---- | ||
+ | 03:17, 10 June 2009 (UTC) | ||
+ | <pre> | ||
+ | 1st hackhalotwo.GravityWave 30167 (74%) 23900 4800 0 0 1366 102 480 20 0 | ||
+ | 2nd mld.DustBunny 3.8 10368 (26%) 1000 200 8926 166 76 0 20 480 0 | ||
+ | </pre> | ||
+ | This is actually a glitch in my movement code that I thought was funny. I ran this test ''three'' times, trying to figure out why my bot was suddenly ramming DustBunny. Well, in my doSurfing() function, I was adding in some more movement code to make GravityWave move when there was no waves (since [[BasicSurfer]] doesn't have any such code). Well, I rounded my setTurnRight wrong, so instead of orbiting the enemy, it rammed him. I may keep this in, depending on the rules of the Movement Challenge 2K9. | ||
---- | ---- |
Revision as of 04:17, 10 June 2009
05:00, 7 June 2009 (UTC)
1st hackhalotwo.GravityWave 17933 (81%) 13050 4860 0 0 23 0 486 14 0 2nd mld.DustBunny 3.5 4344 (19%) 700 140 3319 157 28 0 14 486 0
I doubled the amount of BINS (from 42 to 84). That seemed to do a LOT of good. Other than that, I didn't change to much more.
17:42, 7 June 2009 (UTC)
1st hackhalotwo.GravityWave 18004 (73%) 13050 4950 0 0 4 0 495 5 0 2nd mld.DustBunny 3.8 6612 (27%) 250 50 6269 40 2 0 5 495 0
Really no changes besides fixing the wall smoothing buffer to be dynamic instead of static (i.e., it now uses getBattleFieldHeight() and getBattleFieldWidth() minus getHeight() and getWidth() (all as ints) for the wallSmoothing function instead of fixed variables. I also moved a lot of functions from GravityWave to Hh2_Utils, but that shouldn't of impacted the performance any, since it was just a copy and paste job.
03:17, 10 June 2009 (UTC)
1st hackhalotwo.GravityWave 30167 (74%) 23900 4800 0 0 1366 102 480 20 0 2nd mld.DustBunny 3.8 10368 (26%) 1000 200 8926 166 76 0 20 480 0
This is actually a glitch in my movement code that I thought was funny. I ran this test three times, trying to figure out why my bot was suddenly ramming DustBunny. Well, in my doSurfing() function, I was adding in some more movement code to make GravityWave move when there was no waves (since BasicSurfer doesn't have any such code). Well, I rounded my setTurnRight wrong, so instead of orbiting the enemy, it rammed him. I may keep this in, depending on the rules of the Movement Challenge 2K9.