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May 30, 2012 at 21:33 history edited aybe CC BY-SA 3.0
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May 26, 2012 at 15:51 history edited aybe CC BY-SA 3.0
update
May 26, 2012 at 15:46 history edited aybe CC BY-SA 3.0
update
May 24, 2012 at 12:18 comment added Hackworth @Aybe I meant radical of this sort: drmcninja.com/archives/comic/23p40
May 23, 2012 at 23:22 history edited aybe CC BY-SA 3.0
new test
May 23, 2012 at 23:14 history edited aybe CC BY-SA 3.0
new test
May 23, 2012 at 22:16 comment added aybe @tigrou Very interesting, I'll give it a try.
May 23, 2012 at 22:14 comment added aybe @Byte56 I'm on it !
May 23, 2012 at 22:12 comment added tigrou I agree with Byte56 for possible curve algorithm but something more simple than bezier curve would also be ok (no need of control points). I was thinking about cubic interpolation. Have a look here : local.wasp.uwa.edu.au/~pbourke/miscellaneous/interpolation. Page link also give one interpolation algorithm (hermite) that give possibility to configure tension/bias. It would give more bending to the curve and maybe changing it runtime would give same "shaking effect" as seen on video.
May 23, 2012 at 22:10 comment added aybe @Hackworth Can you tell more about using radicals for this purpose ?
May 22, 2012 at 19:55 answer added Doug.McFarlane timeline score: 6
May 21, 2012 at 23:31 comment added House @JoeWreschnig No, not closed form. It could be either linear increments or sprites placed along a open-ended spline. Would be interesting to know. Let us know what you come up with Aybe.
May 21, 2012 at 23:14 history tweeted twitter.com/#!/StackGameDev/status/204711886221099008
May 21, 2012 at 23:07 comment added aybe Thanks for your comments, I still have to code something, will post it here then.
May 21, 2012 at 22:48 comment added user744 Also, much of the snapping is not (necessarily) an over-fitting artifact, but the result of enemies quickly appearing and then dying. Well, I guess this gives me an excuse to play a bunch of Raiden tomorrow.
May 21, 2012 at 22:47 comment added user744 @Byte56: Do you mean you think they're solving it as a closed-form equation? When done with discrete sprites like that, an object seeking another in linear increments would be visually identical to any number of spline-based methods. (The only thing distinguishing a spline from a series of connected line segments is continuity at the knots, which discrete sprites would entirely mask the presence/absence of.)
May 21, 2012 at 22:36 comment added House @JoeWreschnig Good point, also your pathing idea is good too. However, I still think spline based on that "snapping" it does.
May 21, 2012 at 22:36 comment added Kevin Reid Looks like it places segments one at a time proceeding out from the ship, with a maximum bend, and each segment either turns towards enemies if any are nearby or in the direction of the ship's movement.
May 21, 2012 at 22:33 comment added user744 @Byte56: Shmup devs/fans are dedicated, I would be surprised if this isn't documented / reverse engineered somewhere by now.
May 21, 2012 at 22:27 comment added user744 Having played an unhealthy amount of Raiden, I have my doubts the toothpaste is any kind of closed form curve. It always seemed to keep a fair amount of memory. I suspect it's doing some kind of pathing with a mandatory turn radius.
May 21, 2012 at 22:26 comment added Hackworth No idea, but it's got a fine of amount of radical to it.
May 21, 2012 at 22:22 comment added House Well, it's a spline of some kind. Possibly Bézier Curve. I'm not sure if this question is answerable by anyone other than the original developers. If you're trying to re-create this effect you should show us what you have and tell us what about it isn't working.
May 21, 2012 at 22:10 history edited House CC BY-SA 3.0
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May 21, 2012 at 22:07 history asked aybe CC BY-SA 3.0