Great and very detailed article!

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Well, I think the worst cases is not about bft, but the entire round time. BFT is too small to make you skip a turn, but a bug most bot authors make could make the worst case round-long.

The catch-point is, how do you handle data from different round?

Xor (talk)00:46, 4 November 2017

Yeah, it is, my gun was pretty slow in melee. Idk if I got what you mean. Can you clarify?

Rsalesc (talk)01:10, 4 November 2017

e.g. You store the information of the next round right after the first round, and when the scans of the first round isn’t enough to get a hit, you continue searching scans from the next round and start from time = 0 to time = movie start time + bft.

if you store time as globaltime, this will only result in inaccurate result which may be eliminated by kde. But if you store round time, it will cause the data of the entire round be iterated.

Xor (talk)04:09, 4 November 2017

When the data isnt enough I just stop. If im binary searching I guarantee that its domain is entirely inside a single round. I dont even consider the scans of the next round and I discard that situation. Then I keep picking matches from the tree with an iterator.

Rsalesc (talk)04:45, 4 November 2017
 
 

Of course it is not only abount the BFT time, we still have a Kdtree, and the other components, but when we are talking about milliseconds it helps a lot.

Rsalesc (talk)01:19, 4 November 2017

kd tree is very fast, comparing to the cost of simulation imo.

Xor (talk)04:10, 4 November 2017

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