Difference between revisions of "Talk:Robocode/Game Physics"

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I need to know percisely, which might involve rotating a rectangle, I don't know, if a point intersects my bot, given its X and Y location.  Remeber that in Robocode, Y is reversed.  While I'm at it, I might just ask: What your opinion is on whether I should do surfing or anti-gravity movement to dodge predicted bullets my robot simulates?
[[Archived_talk:Robocode/Game_Physics|Archived Talk]]
--[[User:Awesomeness|Awesomeness]] 21:52, 3 May 2009 (UTC)
The 'hitbox' of a robot is always a non-rotated square at the bot's location, so the former check is very very simple. As for your second question: It depends. Surfing is going to be stronger almost surely, however anti-gravity movement is considerably simpler. My suggestion would be to do anti-gravity for now, and at a later date try surfing once you feel comfortable with exactly how it works. --[[User:Rednaxela|Rednaxela]] 22:01, 3 May 2009 (UTC)
Oh, is it a 40 pixel long sqare? that's what it looks like.  --[[User:Awesomeness|Awesomeness]] 22:43, 3 May 2009 (UTC)
No, it is 36px non-rotating square. &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 23:42, 3 May 2009 (UTC)
When, in the execution order, are bullets fired, and when is the gun turned?  Thanks! --[[User:Mageek|Mageek]] 02:44, 28 May 2009 (UTC)

Latest revision as of 17:51, 3 September 2018