Difference between revisions of "Diamond/DiamondHawk"
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(DiamondHawk 1.02) |
m (fix formatting) |
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* '''1.02''' - 9/21/2009 | * '''1.02''' - 9/21/2009 | ||
+ | ** '''{{RumbleStatsDefault|link=http://darkcanuck.net/rumble/RatingsDetails?game=meleerumble&name=wiki.DiamondHawk+1.02|rumble=MeleeRumble|scorelabel=APS|score=68.31|rank=6th|win=279|loss=6|plrank=5th|glicko2=1651.4|score2label=Survival|score2=90.51}}''' | ||
** Gun from Diamond 1.392. | ** Gun from Diamond 1.392. | ||
− | |||
** Always wait until gun is turned. | ** Always wait until gun is turned. | ||
** Speed up projections and interpolations in gun by caching sin and cos where possible. | ** Speed up projections and interpolations in gun by caching sin and cos where possible. |
Revision as of 04:36, 25 September 2009
- Diamond Sub-pages:
- Diamond - Version History - Code - DiamondHawk
- 1.02 - 9/21/2009
- MeleeRumble ‒ APS: 68.31% (6th), PL: 279-6 (5th), Survival: 90.51%
- Gun from Diamond 1.392.
- Always wait until gun is turned.
- Speed up projections and interpolations in gun by caching sin and cos where possible.
- Adjust gun projections to use bullet flight time-1, because bullets advance an extra time before Robocode checks for collisions. (Had this detail right in data collection, but not projection.)
- If bullet power changes on firing tick, clear cached firing angles in Virtual Guns.
- 1.01 - 9/19/2009
- MeleeRumble ‒ APS: 67.07% (7th), PL: 276-6 (5th), Survival: 89.14%
- Gun from Diamond 1.382.
- 1.0 - 8/27/2009
- MeleeRumble ‒ APS: 66.23% (9th), PL: 270-8 (9th), Survival: 86.83%
- Movement of HawkOnFire (from here) and targeting of Diamond 1.29.
- Notes: 1.85% APS behind Diamond 1.29. 2.04% APS behind ShadowHawk 1.0 (HoF movement + Shadow 3.84 gun).