Timeline for How to calculate the vector of an interception?
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
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| Oct 26, 2014 at 21:48 | comment | added | FuzzyBunnySlippers | I love the "Programming Game AI by Example" book by Buckland. It really opened my eyes to all the possible cool things I could do with AI...stuff I had never thought I could understand or implement. | |
| S Jul 7, 2011 at 12:41 | history | suggested | NobbZ | CC BY-SA 3.0 | added ISBN, this would make searching the full book easier for not german speaking persons. |
| Jul 7, 2011 at 12:31 | comment | added | bummzack | @NobbZ I'm sorry my answer wasn't helpful. You should maybe edit your question accordingly, because statements like: "I know, that in case of change of speed or course of the foe every calculation has to be repeated" can be misleading.. if you did that, you would end up having the "pursuit" steering behavior. | |
| Jul 7, 2011 at 11:34 | review | Suggested edits | |||
| S Jul 7, 2011 at 12:41 | |||||
| Jul 7, 2011 at 11:27 | comment | added | NobbZ | I just finished reading the document a few minutes ago, pursuit is NOT what I am searching for. It is like my actually implementation, except it targets the the position of the next frame, I still have to recalculate the new course every frame and the course is resulting in some curve. But what I want is the direct line assuming foe does not change speed or course until both meet. If this is still not clear enough I try to draw what I want after work. But thanks for the links anyway. I think I can use this somewhere else in the project. | |
| Jul 6, 2011 at 20:45 | comment | added | NobbZ | Then I have missunderstood the description, I'll take a closer look at it tomorrow. | |
| Jul 6, 2011 at 20:18 | comment | added | bummzack | Yes, what you describe is pursuit. It doesn't know the target.. it makes a prediction based on the "foes" current location, speed and direction | |
| Jul 6, 2011 at 19:03 | comment | added | NobbZ | pursuit seems to need knowledge about the target and steers towards that, but I dont know the target really. I know where foe is now, I know its speed and its direction. Now I want to know which direction it has to go to intercept foe on its way to its target as soon and fast as possible. As mentioned before acceleration can be ignored at first, this would even save much of processing time compared to the actual version... With the new model I have to recalculate only when the foe fires a "coursechange"-event, not for every "hasmoved"-event as I do it now. | |
| Jul 6, 2011 at 17:48 | history | answered | bummzack | CC BY-SA 3.0 |