Path: utzoo!attcan!uunet!isis!nyx!bscott From: bscott@nyx.UUCP (Ben Scott) Newsgroups: comp.sys.amiga.games Subject: Re: crobots Summary: Ever have one of those days where you just couldn't fire a shot? Message-ID: <1660@nyx.UUCP> Date: 26 Jul 90 11:40:16 GMT References: <2842@dftsrv.gsfc.nasa.gov> <1626@nyx.UUCP> <9007220151.AA02222@melmac.umd.edu> <1654@nyx.UUCP> <2895@dftsrv.gsfc.nasa.gov> Reply-To: bscott@nyx.UUCP (Ben Scott) Distribution: na Organization: Public Access Unix - University of Denver Lines: 49 In article <2895@dftsrv.gsfc.nasa.gov> xrtnt@amarna.gsfc.nasa.gov writes: > ^As for Berserker (now at 4.0 and, like a Microsoft program, getting slower > ^all the time) I'm on the verge of junking it in favor of a total rewrite. It > ^is still an absolutely crack shot - it can hit just about anything, no matter [...] > I'll upload mine and either post it or mail it to you. I'd like to see your > tracking logic before you junk it ;-). I had a fairly elaborate one in a later > robot (now lost) but it had problems with identification in the "melee" field. > Crossover paths would confuse it a bit... I'd like to see it. If you like I can send you three major revisions of my 'bot - they have other bugs in various stages of being fixed, but the tracking routine was rewritten completely three different times. All three were just too slow for fast-moving targets. I now have some other ideas from a local friend who wrote a tracking routine with some of the features of mine, but taking it in an entirely different direction. The new robot (no longer named berserker because it won't really behave like one) will incorporate these. As for "crossover" paths, I ignored that problem. If a robot crossed in front of my target, and was locked on to, one shot might go wide but thereafter I'd simply be locked onto the nearest robot again... no big deal. > You should probably opt for a 'racetrack' type of movement. Lousy trackers > have bad times with leading unless they program for one type of robot (IMHO > that's cheating ;-). If you can cut it close enough to the wall you reduce > your scanning area by quite a lot... That WAS the original intent of such a What I wanted was something that always headed towards the target, stopping only when it died. But it's REAL hard to keep an accurate lock on a target which is very close by and moving fast... so, no "Berserker" any more. What has been recommended to me is a "zigzag" pattern by someone who doesn't know how CRobots move... but I may try it. Trouble is, if you have to slow down to 50% just to change course (course changes at above that speed are thrown out which caused the "dizzy spell" bug Berserker 1-3 had), it is kinda hard to follow a curved path at high speed... I'll send you my 'bots, but remember, the comments are not comprehensive and the bugs vary from version to version... . <<<>>> -- .---------------------------------------------------------------------------. |Ben Scott, professional goof-off and consultant at The Raster Image, Denver| |Amiga UUCP node domain: bscott@vila.denver.co.us Else: bscott@nyx.cs.du.edu| |FIDO point address 1:104/421.2, or call the Arvada 68K BBS at (303)424-9831| |"Don't embarrass us..." "Have I ever?" - Buckaroo Banzai | *AMIGA POWER* | `---------------------------------------------------------------------------'