Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!samsung!noose.ecn.purdue.edu!en.ecn.purdue.edu!wscott From: wscott@en.ecn.purdue.edu (Wayne H Scott) Newsgroups: comp.sys.mac.games Subject: Re: Robot games... Message-ID: <1991Apr8.123920.26104@en.ecn.purdue.edu> Date: 8 Apr 91 12:39:20 GMT References: <1991Apr7.212327.6218@en.ecn.purdue.edu> <112421@unix.cis.pitt.edu> Organization: Purdue University Engineering Computer Network Lines: 31 In article <112421@unix.cis.pitt.edu> bluecow@unix.cis.pitt.edu (Tobish E Smith) writes: > >In article <1991Apr7.212327.6218@en.ecn.purdue.edu> wscott@en.ecn.purdue.edu (Wayne H Scott) writes: >> * The language must include strong math capabilities. If I am going >> to write a fancy program to compute trajectories I want floating- >> point numbers, trig functions, square roots, etc. The more power >> you give the programmer, the neater the robots are going to be. > >The full version has sin, cos, and abs. However, only once have I ever >created a robot that has needed these, and that was as a test case. Using >square root, for example, to calculate distance: this isn't necessary >since if you find a robot using radar, the radar tells you the distance. >Perhaps if we were convinced that more math would be useful, we would >include it. We won't, however, simply for the sake of having a large >command set. That's counter to what we're striving for. > >Toby Smith >bluecow@unix.cis.pitt.edu (Moo.) I have written a very nice robot on an IBM game called crobots. That finds a robot on the screen and shoots at it. When the robot is damaged it moves to another place and calcuates the correct angle to look to find the same target. Those kink of calculations require trig functions. -- _________________________________________________________________________ Wayne Scott | INTERNET: wscott@ecn.purdue.edu Electrical Engineering | BITNET: wscott%ecn.purdue.edu@purccvm Purdue University | UUCP: {purdue, pur-ee}!ecn.purdue.edu!wscott