Difference between revisions of "Scalar/Version History"
< Scalar
Jump to navigation
Jump to search
m (bad) |
m (not that bad) |
||
Line 13: | Line 13: | ||
* {{SimpleVersion|date=2018-06-16|version=0.01e9}} | * {{SimpleVersion|date=2018-06-16|version=0.01e9}} | ||
** rework energy management | ** rework energy management | ||
− | |||
* {{SimpleVersion|date=2018-06-14|version=0.01e8}} | * {{SimpleVersion|date=2018-06-14|version=0.01e8}} |
Revision as of 14:54, 16 June 2018
- Scalar Sub-pages:
- Scalar - Version History - Understanding Scalar
- 0.01e9 – 2018-06-16
- rework energy management
- 0.01e8 – 2018-06-14
- MeleeRumble ‒ APS: 67.35% (12th), PL: 387-15 (14th), Survival: 36.82%
- more accurate power selection
- 0.01e4 – 2018-06-14
- MeleeRumble ‒ APS: 67.51% (12th), PL: 388-14 (14th), Survival: 35.63%
- Iterative power selection.
- Remarkable survival improvement.
- 0.01e2 – 2018-06-14
- MeleeRumble ‒ APS: 67.35% (12th), PL: 388-14 (14th), Survival: 35.6%
- Bullet power selection takes who I can hit into account. No longer power 3 bullet on dying bot!
- Inaccurate aim power due to bugs.
- 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