| bio | website | |
|---|---|---|
| location | United Kingdom | |
| age | ||
| visits | member for | 1 year, 11 months |
| seen | Feb 4 at 17:19 | |
| stats | profile views | 12 |
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Dec 13 |
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How can I use iteration to lead targets? These are good points. I wonder if I should be thinking instead about a different iterative process based on readjusting shots based on "observation" of previous ones- but that is one for another question... |
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Dec 13 |
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How can I use iteration to lead targets? I meant an iterative technique may be able to fire at the approximated aiming point where a quadratic approach would not find an exact solution. And a near miss may be good enough, e.g. for "explosive" projectiles which will have an area affect. |
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Dec 13 |
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How can I use iteration to lead targets? @KromStern: an iterative technique should fire even when there is no exact solution. |
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Oct 3 |
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Get intersection of vector in the middle of the screen It sounds like there is a line from (10,10) to (600,320). This needs to be extended to x=0 and x=640 and divided at x=320, which implies finding y for these 3 x values. |
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Oct 2 |
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Find meeting point of 2 objects in 2D, knowing (constant) speed and slope Near-duplicate (but target can move freely): gamedev.stackexchange.com/questions/4995/… |
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Oct 2 |
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How to calculate shot angle and velocity to hit a moving target? @JohnMcDonald: not very related given that's about parabolic projectiles, not linear. This is much closer: gamedev.stackexchange.com/questions/4995/… |
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Aug 10 |
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Implementing simple proportional navigation for a homing missile Just realised that you can interate this approach to get better results - you can feed in the calculated interception point to get a a better range value. |
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May 19 |
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Implementing simple proportional navigation for a homing missile NB I think this is an implemenation of the "dog curve" that Valmond mentions? |
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May 18 |
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Implementing simple proportional navigation for a homing missile I've implemented this method for now and it works well. I don't think I can accept this answer as it is not quite close enough to what I want to end up with, but many thanks. |
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May 1 |
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Implementing simple proportional navigation for a homing missile Fair point, +1 to you |
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May 1 |
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Implementing simple proportional navigation for a homing missile I need to search on "lerping"! |
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May 1 |
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Implementing simple proportional navigation for a homing missile This doesn't seem to be using the proportional navigation method? |
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Apr 25 |
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Implementing simple proportional navigation for a homing missile I can see that I need some form of damped feedback control loop once the missile is tracking the target, but I think I have a simpler initial problem as the missile just oscillates on the initial launch direction. Just to emphasise, I definitely want to use the proportional navigation algorithm. |
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Apr 25 |
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Implementing simple proportional navigation for a homing missile No, I don't think so. The idea isn't turning the missile towards TargetBearing, but turning in the direction that TargetBearing is changing. |
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Apr 24 |
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Did Street Fighter II Employ Machine Learning? Linked: gamedev.stackexchange.com/questions/17447/… |
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Mar 23 |
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How does a single programmer make a game? I am a designer, and even so my hobby game uses the most basic graphics for now, specifically so I get the gameplay done first. |
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Mar 23 |
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Targeting a vehicle with complex movement? @SteveH - just unguided "bullets". Have clarified in question. |
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Mar 23 |
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Targeting a vehicle with complex movement? Indeed - the notion of identifying what kind of target it is and therefore its likely pattern of behaviour is an obvious one in retrospect. Could be extended to understand what its mode/state is as well (e.g. static/unaware/in combat/evading etc) |
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Mar 22 |
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Targeting a vehicle with complex movement? Wow - that's given me a lot of food for thought - thanks! |
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Mar 22 |
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Target Tracking: When to accelerate and decelerate a rotating turret? You might have different values for rotational acceleration and deceleration - in the real world, one's probably a motor and the other a brake. |