Difference between revisions of "Talk:Displacement Vector"
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It is the relative position to ''enemy''<nowiki>'</nowiki>s robot. Like ''the enemy has moved for -115.23 pixels in the direction of -23.1 degrees'' or something like this. To get the aiming angle, just projected enemy's movement vector with the displacement vector. --[[User:Nat|<span style="color:#099;">Nat</span>]] [[User talk:Nat|<span style="color:#0a5;">Pavasant</span>]] 09:27, 17 April 2010 (UTC) | It is the relative position to ''enemy''<nowiki>'</nowiki>s robot. Like ''the enemy has moved for -115.23 pixels in the direction of -23.1 degrees'' or something like this. To get the aiming angle, just projected enemy's movement vector with the displacement vector. --[[User:Nat|<span style="color:#099;">Nat</span>]] [[User talk:Nat|<span style="color:#0a5;">Pavasant</span>]] 09:27, 17 April 2010 (UTC) | ||
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+ | Right, it's relative to the enemy bot. Also, there is no summing of vectors. To get a firing angle, you just multiply a vector by the number of bullet ticks and apply it to the enemy location/heading. The vector basically measures displacement per tick. --[[User:Voidious|Voidious]] 14:16, 17 April 2010 (UTC) |
Revision as of 15:16, 17 April 2010
Kudos
Thanks for posting this. I thought I understood it before, but now I really get it. Now to figure out a good neural network representation... =) --Darkcanuck 04:49, 24 September 2009 (UTC)
I don't think I understand the method of displacement Vectors. It sounds like a bots begining and end position over a given time is translated to be relative to your own bot before recording. Is this what it is? later on you sum the vectors to get a complete displacent vector to aim at? if someone could correct me. thx -Jlm0924 06:48, 17 April 2010 (UTC)
It is the relative position to enemy's robot. Like the enemy has moved for -115.23 pixels in the direction of -23.1 degrees or something like this. To get the aiming angle, just projected enemy's movement vector with the displacement vector. --Nat Pavasant 09:27, 17 April 2010 (UTC)
Right, it's relative to the enemy bot. Also, there is no summing of vectors. To get a firing angle, you just multiply a vector by the number of bullet ticks and apply it to the enemy location/heading. The vector basically measures displacement per tick. --Voidious 14:16, 17 April 2010 (UTC)