Difference between revisions of "Wall Smoothing/Melee Wall Smoothing"
Jump to navigation
Jump to search
(Initial commit.) |
m (add) |
||
Line 1: | Line 1: | ||
− | {Stub} | + | {{Stub}} |
In melee, you don’t have something called “lateral direction”, therefore when facing the wall, you have to choose it on the fly. This invloves the integration of wall smoothing and movement selection system —hitting the wall is also considered as some “danger”. | In melee, you don’t have something called “lateral direction”, therefore when facing the wall, you have to choose it on the fly. This invloves the integration of wall smoothing and movement selection system —hitting the wall is also considered as some “danger”. | ||
+ | |||
+ | For instance, [[Neuromancer]], the current melee king, marks destinations outside the “safe area” as dangerous, therefore its movement looks just like orbital wall smoothing near wall — but its implementation is completely different. |
Revision as of 00:59, 25 September 2017
This article is a stub. You can help RoboWiki by expanding it. |
In melee, you don’t have something called “lateral direction”, therefore when facing the wall, you have to choose it on the fly. This invloves the integration of wall smoothing and movement selection system —hitting the wall is also considered as some “danger”.
For instance, Neuromancer, the current melee king, marks destinations outside the “safe area” as dangerous, therefore its movement looks just like orbital wall smoothing near wall — but its implementation is completely different.