212 reputation
110
bio website
location United Kingdom
age
visits member for 3 years, 5 months
seen Feb 14 at 15:48

Dec
13
comment 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...
Dec
13
comment 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.
Dec
13
comment How can I use iteration to lead targets?
@KromStern: an iterative technique should fire even when there is no exact solution.
Oct
3
comment 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.
Oct
2
comment 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/…
Oct
2
comment 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/…
Aug
10
comment 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.
May
19
comment Implementing simple proportional navigation for a homing missile
NB I think this is an implemenation of the "dog curve" that Valmond mentions?
May
18
comment 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.
May
1
comment Implementing simple proportional navigation for a homing missile
Fair point, +1 to you
May
1
comment Implementing simple proportional navigation for a homing missile
I need to search on "lerping"!
May
1
comment Implementing simple proportional navigation for a homing missile
This doesn't seem to be using the proportional navigation method?
Apr
25
comment 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.
Apr
25
comment 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.
Apr
24
comment Did Street Fighter II Employ Machine Learning?
Linked: gamedev.stackexchange.com/questions/17447/…
Mar
23
comment How does a single non-artistic 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.
Mar
23
comment Targeting a vehicle with complex movement?
@SteveH - just unguided "bullets". Have clarified in question.
Mar
23
comment 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)
Mar
22
comment Targeting a vehicle with complex movement?
Wow - that's given me a lot of food for thought - thanks!
Mar
22
comment 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.