Density Calculations
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Revision as of 15 December 2013 at 04:05.
This is the thread's initial revision.
This is the thread's initial revision.
I have been working on a pure anti surfer gun (Not for use against flatteners!) and I am having some trouble implementing firing angle density calculations. I've mostly been testing vs DrussGT with flattener and shooting disabled. Right now I just fire at the nearest neighbor to the current situation, because every time I try to look at more neighbors and use some highest density calculation, it significantly reduces my hitrate. I've tried doing simple things like counting points near each point, and some more advanced stuff with gaussian rolloff for both distance (in kNN) and how near the point is on the GF scale [-1,1]. Help?