Difference between revisions of "Thread:Talk:XanderCat/Shielding Success Rates Mystery/reply (12)"

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When I experimented with bullet shielding, my bot calculated minimum and maximum angles which would hit an incoming bullet, and only shoot if the difference between angles was above a threshold. It was there to work around floating point calculation errors, which translate into "parallel" bullets.
 
When I experimented with bullet shielding, my bot calculated minimum and maximum angles which would hit an incoming bullet, and only shoot if the difference between angles was above a threshold. It was there to work around floating point calculation errors, which translate into "parallel" bullets.
  
If the difference is below the threshold, then moving sideways helps increase the difference. Near 100% bullet shield against [[TrackFire]]. But against moving opponents and/or weak powered bullets, sometimes my bot moved until it crashed on the wall, never finding a good angle to shoot. And this is where I my experiments are stuck right now.
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If the difference is below the threshold, then moving sideways helps increase the difference. Near 100% bullet shield against [[TrackFire]]. But against moving opponents and/or weak powered bullets, sometimes my bot moved until it crashed on the wall, never finding a good angle to shoot. And this is where my experiments are stuck right now.

Latest revision as of 20:42, 15 February 2013

When I experimented with bullet shielding, my bot calculated minimum and maximum angles which would hit an incoming bullet, and only shoot if the difference between angles was above a threshold. It was there to work around floating point calculation errors, which translate into "parallel" bullets.

If the difference is below the threshold, then moving sideways helps increase the difference. Near 100% bullet shield against TrackFire. But against moving opponents and/or weak powered bullets, sometimes my bot moved until it crashed on the wall, never finding a good angle to shoot. And this is where my experiments are stuck right now.