There may be some pages I don't know the exact link to it, if you know them feel free to fix it ;)
There are also some concept that I don't know the existing names on wiki, also feel free to correct them ;)
Finally thanks all for the incredible concept on this wiki ;) They are fancy and well tested.
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You can view and copy the source of this page.Dsekercioglu (talk)
DiveProtection is a technique to avoid low distance ;) Therefore covered by Distance;) BotWidthCalculation is covered by PreciseIntersection ;)
Sorry for really bad english. What I mean by Bot width calculation is the bins that are covered by the robot. For Dive Protection you are right.
isn't bins covered by robot already done by PreciseIntersection? I think most bots will base that on BotWidth.
As I know Precise Intersection is about when the wave will it since it is intersection but I may be wrong.
PreciseIntersection is basically SuperBotWidth ;) The real bot width of hit instead of imaginary ;)
Yep, the complete width of your (moving) bot while the wave iterates over your bot. So it can be close to 60 pixels for a bot on full speed and a full power bullet. (Botwidth 36 + 3 ticks of 8 wide). How you record it is up to you, bins or angles. Next to that, getting closer to an enemy makes your botwidth relatively larger compared to the Maximum Escape Angle you have.
What an interesting observation! It looks like there are benefits when wave crossed with 0 lateral velocity, even if it reduce MEA.
My bots logic completely ignored the fact that bot might hide in its own shadow. No the question how to program it efficiently, without doing a full blown game emulator.
However, I discovered that it's not worth to stop to decrease botwidth/mea rather than try my best to maximise mea.
Maybe it's simply because our enemy is not firing randomly ;)