Newsgroups: comp.ai.games
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From: checker@netcom.com (Chris Hecker)
Subject: Re: Interception Code
Message-ID: <checkerDt6y76.10v@netcom.com>
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Date: Tue, 18 Jun 1996 10:23:30 GMT
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nak@gwe486.cb.att.com () writes:
> Are there any holes in this?
> This test mule code is in floating point, but don't sweat that; my game
> code uses integer table lookups that are plenty fast.
> i1= R/ (2* vt * cos(theta));
> b = 2*vt*R*cos(theta);

I hope in the real code you're using dot products for all these trig
functions, not lookup tables.  I also wouldn't be so quick to punt
floating point with all those multiplies, but that's a different
thread.

As for the overall algorithm, it seems to be missing a few things, like
whether the attacker can instantly accelerate to the needed velocity
and direction.  If it can it makes for unrealistic movement, in my
opinion.  It also seems like the more interesting problem is taking
into account possible target acceleration as well.  Since the world is
based on second order forces, it seems like that's the thing to be
striving for, not first order impulses.

Just a non-AI programmer's perspective...

Chris

