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Revision as of 9 September 2017 at 20:50.
The highlighted comment was created in this revision.

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.

    Xor (talk)04:20, 7 September 2017

    Isn't DiveProtection and BotWidth calculation a type of risk source.

      Dsekercioglu (talk)20:18, 8 September 2017

      DiveProtection is a technique to avoid low distance ;) Therefore covered by Distance;) BotWidthCalculation is covered by PreciseIntersection ;)

        Xor (talk)02:09, 9 September 2017

        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.

          Dsekercioglu (talk)15:40, 9 September 2017

          isn't bins covered by robot already done by PreciseIntersection? I think most bots will base that on BotWidth.

            Xor (talk)16:58, 9 September 2017

            As I know Precise Intersection is about when the wave will it since it is intersection but I may be wrong.

              Dsekercioglu (talk)17:01, 9 September 2017

              PreciseIntersection is basically SuperBotWidth ;) The real bot width of hit instead of imaginary ;)

                Xor (talk)17:03, 9 September 2017
                 

                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.

                  GrubbmGait (talk)18:02, 9 September 2017

                  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.

                    Beaming (talk)22:50, 9 September 2017