Talk:Robocode/Game Physics

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Revision as of 04:39, 28 May 2009 by Mageek (talk | contribs) (thanking Voidious)
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I need to know percisely, which might involve rotating a rectangle, I don't know, if a point intersects my bot, given its X and Y location. Remeber that in Robocode, Y is reversed. While I'm at it, I might just ask: What your opinion is on whether I should do surfing or anti-gravity movement to dodge predicted bullets my robot simulates? --Awesomeness 21:52, 3 May 2009 (UTC)

The 'hitbox' of a robot is always a non-rotated square at the bot's location, so the former check is very very simple. As for your second question: It depends. Surfing is going to be stronger almost surely, however anti-gravity movement is considerably simpler. My suggestion would be to do anti-gravity for now, and at a later date try surfing once you feel comfortable with exactly how it works. --Rednaxela 22:01, 3 May 2009 (UTC)

Oh, is it a 40 pixel long sqare? that's what it looks like. --Awesomeness 22:43, 3 May 2009 (UTC)

No, it is 36px non-rotating square. » Nat | Talk » 23:42, 3 May 2009 (UTC)

When, in the execution order, are bullets fired, and when is the gun turned? Thanks! --Mageek 02:44, 28 May 2009 (UTC)

I believe that's part of #2 in the "Robocode Processing Loop" section. I can tell you for sure, though, that if you do setFire and setTurnGunRight in the same turn, the bullet will fire at the bearing of your gun before that gun turn happens. Both of them happen on the next tick, but the bullet is fired as if it were fired on the same tick as setFire (the location is from that tick, and it has advanced by its velocity once). Does that answer your question? --Voidious 02:53, 28 May 2009 (UTC)

Thank-you, that is exactly what I was trying to figure out. --Mageek 03:39, 28 May 2009 (UTC)