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I'm curious as to how the missiles guide themselves to a moving target in EVO (which I assume was written in either C or C++). The best I could think of is this convoluted quartic formula involving very accurate real and imaginary floats -- I can't imagine something like a Centris 650 doing this kind of math 30 times per second. What's your trick?
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I'd expect it would just check to see which way it needed to turn, and then rotate the velocity in the appropriate direction. All very simple math. Oh, and it only aims at where you are, so the fact that you are a moving target is irrelevant.
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(This message has been edited by Wyvern (edited 12-11-2000).)
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Originally posted by Wyvern: **I'd expect it would just check to see which way it needed to turn, and then rotate the velocity in the appropriate direction. All very simple math. Oh, and it only aims at where you are, so the fact that you are a moving target is irrelevant.
**
Can anyone prove that it's not doing any sort of lead calculation (which would make up the bulk of that quartic formula)?
Originally posted by Syzygy: **Can anyone prove that it's not doing any sort of lead calculation (which would make up the bulk of that quartic formula)? **
The missiles don't use any special calculation, but there's some clever math going on to help the turrets and AI guns find their targets when they're both moving...
mcb
------------------ Matt Burch (url="http://"mailto:mburch@ambrosiasw.com")mailto:mburch@ambrosiasw.com(/url)mburch@ambrosiasw.com
Originally posted by Wyvern: **I'd expect it would just check to see which way it needed to turn, and then rotate the velocity in the appropriate direction. All very simple math. Oh, and it only aims at where you are, so the fact that you are a moving target is irrelevant. **
And that probably produces the most realistic missiles
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The fact that you are a moving target is not irrelevent, but just ignored. And, also, do you even think that CURRENT AA missiles ignore this?? I don't. As far as implimenting a guidance function, you could just get the target's distance, use that to find a fairly accurate travelling time (for your missile), then aim at the extrapolated point that the target will be at according to their current velocity and your missile's travelling time.
------------------ -- Nikolaus Wegner
(This message has been edited by nwegner (edited 12-13-2000).)
Of course real missiles dont, but they have to take into account air resistance, gravity and lots of other things. In a computer game you know the exact positions of both the missile and the target, so you can easily move the vectors around to target.
I doubt that syntax will give out his secrets =P
Matt burch sure is clever!
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He's already got some more complicated algorithms in there for turreted weapons (which don't ignore relative velocities). So it wouldn't have been much for him to use the same (or similar) algorithms for missiles.
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Originally posted by kberg: **So it wouldn't have been much for him to use the same (or similar) algorithms for missiles. **
True, but personally, I'd like to still have some chance at dodging missiles in a medium speed ship.
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