Difference between revisions of "Scalar/Version History"
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m (Chebyshev Approximations for atan & atan2) |
m (clean) |
||
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* ? | * ? | ||
** 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. | ** 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 Chebyshev Approximations (http://metamerist.com/cheby/example38.htm) for atan & atan2. | + | *** 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) | ||
* {{SimpleVersion|date=2017-11-02|version=0.01d}} | * {{SimpleVersion|date=2017-11-02|version=0.01d}} |
Revision as of 11:58, 5 November 2017
- Scalar Sub-pages:
- Scalar - Version History - Understanding Scalar
- Planned 0.011
Migrate ScalarBot’s 1v1 movement & gun- Migrate ScalarBot’s 1v1 gun.
- Rewrite a 1v1 movement that’s first optimized for simple guns, then slow learning guns. And find out a way to dodge pattern matchers well.
- After that, add a tick flattener to help dodging the top guns, and a firing wave flattener agaisnt AS guns. (Only after I can dodge anything else very well can I start working on this and set a better threshold).
- Planned 0.01f
- kNN melee gun
- Planned 0.01e
- Melee wave surfing
- ?
- 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