Toorkild/VersionHistory
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0.1.8: codesize: 723
- A variation on the flattener enabler
0.1.7: codesize: 723 Score: 80.71
- Implement a more reliable flattener-enabler - might still need some tuning though
- Shoot with bullet power 1.99
- Shoot against rambots with 2.99
- Increase number of matches from 50 to 150
0.1.6: codesize: 698 Score: 80.955
- Removed lots of little things that I believe don't add much to the score.
0.1.5: codesize: 748 Score: 81.08
- Always shoots 1/16th of a pixel just to one side (no more random)
- No longer matches across rounds (required black magic and bad practices to get the shrinking to work!)
- Reduced the granularity on the lateral-velocity to 2 pixels-per-tick instead of 1 to follow what has been most successful with GF/VCS guns
0.1.4: codesize: 740 Score: 81.19 (drift downwards, scored approx. same as 0.1.3 at release)
- Random factor is now +- 1/16th of a pixel
0.1.3: codesize: 733 Score: 81.33 APS (took common pairings APS with Thorn)
- Made the random factor exactly +-1 pixel instead of a random value somewhere between -4 and +4 pixels
0.1.1CT: codesize: 733 score: 80.9 APS
- Matches across rounds again for more codesize
- CT: Catch This! Introduces a random factor in aim to prevent enemy from shooting down bullets
0.1.2: codesize: 749 score: pulled
- Somehow managed to squeeze the codesize down even further
- Shoots 3 power bullets if the last tick revealed a match over 30 ticks long
- There was a bad bug somewhere...
0.1.1: codesize: 749 score: 2008
- Switched to bit-shifting to store both adv-vel and lat-vel in one char, instead of a different char for each. Prevents 'half-off' matches that don't get rebuilt properly.
- Doesn't match or rebuild across rounds
- Utilized the Arrays.sort and Arrays.binarySearch to reduce my codesize - so now depends on Java 1.5+ (as does Robocode, so it shouldn't be a problem)
0.1: codesize: 742 score: 2006 after 1576 First release!