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Alright, the first version's rating turned out better than I could have hoped, so I'm happy. I can feel this melee bug coming on strong, *sigh*... =) -- Voidious

Welcome to the frightening world of melee. It takes more 'gut-feeling' and less 'precise prediction' than one-one-one, but it delivers loads of fun (and costs alot of time) especially when watching those battles. Nice ranking by the way for a 'beginner'. -- GrubbmGait

Thanks, Grubbm. This melee experience is indeed quite different from 1v1, but I am hooked now and enjoying it a lot... -- Voidious


Thread titleRepliesLast modified
Risk Bug ...012:35, 16 July 2012
Melee Gun121:54, 4 July 2012

Risk Bug ...

Hi mate. I was just looking at the code of BrokenSword and it looks like you have a little bug in your evalDestinationRisk(..) method:

 for (EnemyData enemy1 : enemiesCollection) {
      double distSq = enemy1.distanceSq(destination);
      int closer = 0;
      for (EnemyData enemy2 : enemiesCollection) {
        if (enemy1.distanceSq(enemy2) < distSq) {

To me it looks like, that you need a "enemy1 != enemy2" check in the second loop. Maybe you have fixed this already, in that case - never mind :).

Take Care

Wompi12:35, 16 July 2012

Interesting that you managed to shoehorn in a Shadow style gun. Isn't it horribly slow without the KD-tree?

Skilgannon21:13, 4 July 2012

It's using segmentation instead of KNN. =) So each segment has a list of displacement vectors. Which saves quite a bit of code size, as well - enough for me to also fit an optimal radar (spin towards bot scanned least recently).

Voidious21:54, 4 July 2012