Difference between revisions of "Scalar/Version History"
< Scalar
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m (unique Goto surfing) |
m (No longer power 3 bullet on dying bot!) |
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+ | * {{SimpleVersion|date=2018-06-14|version=0.01e2}} | ||
+ | ** Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot! | ||
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+ | |||
+ | <!-- | ||
* Planned — 0.011 | * Planned — 0.011 | ||
** <s>Migrate [[ScalarBot]]’s 1v1 movement & gun</s> | ** <s>Migrate [[ScalarBot]]’s 1v1 movement & gun</s> | ||
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* Planned — 0.01e2 | * Planned — 0.01e2 | ||
** Keep track of everyone’s firing for literal melee wave surfing | ** Keep track of everyone’s firing for literal melee wave surfing | ||
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** Try some redesigned 1v1 movement inspired by its (Neuromancer style “brute force”) melee surfing. It should give PMs a hard time since more movement options are examined (which creates complex paths) and more prediction power is involved (which allows some DrussGT style random decelerating). | ** Try some redesigned 1v1 movement inspired by its (Neuromancer style “brute force”) melee surfing. It should give PMs a hard time since more movement options are examined (which creates complex paths) and more prediction power is involved (which allows some DrussGT style random decelerating). | ||
** End up some goto movement similar to [[Carbon]], but without second wave surfing or object creation in loops. | ** End up some goto movement similar to [[Carbon]], but without second wave surfing or object creation in loops. | ||
− | + | --> | |
* {{SimpleVersion|date=2017-11-06|version=0.01e}} | * {{SimpleVersion|date=2017-11-06|version=0.01e}} |
Revision as of 12:03, 14 June 2018
- Scalar Sub-pages:
- Scalar - Version History - Understanding Scalar
- 0.01e2 – 2018-06-14
- Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot!
- 0.01e – 2017-11-06
- MeleeRumble ‒ APS: 67.62% (11th), PL: 389-12 (13th), Survival: 36.51%
- Rewrite melee movement, implement Neuromancer style “brute force” true melee surfing (only surfing preloaded HOT now).
- Merge ScaledBot movement graphics & adapt it to show predicted paths like Neuromancer does, pretty cool now!
- Well it takes me an hour to write, two nights to tune & fix bugs...
- 0.01d1 – 2017-11-05
- Thanks Skilgannon for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.
- Use approximations from "Fast Polynomial Approximations to Sine and Cosine" for sin & cos, 3~5x faster!
- Use floor for faster normalAbsoluteAngle & normalRelativeAngle, 5.4x faster!
- Use Chebyshev Approximations (http://metamerist.com/cheby/example38.htm) for atan & atan2, 13.86x faster! (my version uses degree 5 while Skilgannon uses degree 4, not sure the speed difference though)
- Thanks Skilgannon for mentioning paper "Fast Polynomial Approximations to Sine and Cosine" in his code ;) I'll try some approximated function as the replacement of StrictMath.
- 0.01d – 2017-11-02
- MeleeRumble ‒ APS: 63.94% (25th), PL: 362-39 (39th), Survival: 26.62%
- Fixed a lot of bugs in PIF gun ;)
- Implemented melee wave tracking (no gun heat waves yet), and no reaction to that information yet.
- 0.01c – 2017-10-31
- Simple melee movement that dodges a lot of HOT bullets without surfing ;)
- Simple PIF gun that selects scans randomly