Timeline for How do I determine a good path for 2D artillery projectiles?
Current License: CC BY-SA 3.0
16 events
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Apr 8, 2022 at 17:36 | history | edited | DMGregory♦ |
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S Feb 10, 2016 at 5:21 | history | bounty ended | Evorlor♦ | ||
S Feb 10, 2016 at 5:21 | history | notice removed | Evorlor♦ | ||
Feb 8, 2016 at 21:07 | history | tweeted | twitter.com/StackGameDev/status/696802509306925056 | ||
S Feb 8, 2016 at 20:08 | history | bounty started | Evorlor♦ | ||
S Feb 8, 2016 at 20:08 | history | notice added | Evorlor♦ | Reward existing answer | |
Mar 7, 2014 at 14:16 | history | edited | Anko | CC BY-SA 3.0 |
Clarified by fixing word order and grammar, plus removing repeated stuff.
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Mar 6, 2014 at 11:26 | vote | accept | Notbad | ||
Mar 6, 2014 at 2:00 | answer | added | DMGregory♦ | timeline score: 15 | |
Mar 5, 2014 at 13:47 | comment | added | AturSams | When I say binary search I implicitly assume there are no aerial obstacles cause otherwise too high an arch might also result in failure. | |
Mar 5, 2014 at 13:15 | comment | added | AturSams | Binary search for an optimal max height resulting from the Vy you pick. A bullet can go with a very high Vx in an almost straight line or in the other extreme with a very low Vx in a high arch. The difference is the amount of time it travels, determined by the Vy you pick and the height delta between the firing tanks altitude and that of the target. | |
Mar 5, 2014 at 13:11 | comment | added | Notbad | binary search on what? The projectile height? the angle? Could you extend a bit more? | |
Mar 5, 2014 at 12:23 | comment | added | AturSams | You can use binary search to optimize how high the projectile will go and pick a value slightly above the minimal. | |
Mar 5, 2014 at 9:23 | history | edited | Notbad | CC BY-SA 3.0 |
added 9 characters in body
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Mar 5, 2014 at 1:04 | history | edited | Notbad | CC BY-SA 3.0 |
edited title
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Mar 5, 2014 at 0:40 | history | asked | Notbad | CC BY-SA 3.0 |