[OT] Homing missile (was Re: Sprites - Rendering or Control?)

If you want the missile to home around walls, then you’ll probably
really have to do a wall-bitmap in memory, and use A*.
You could use the above approach in combination with a line of sight
check, a “where did I see last him” memory and an adjustment rule no
to hit walls. (Corners in particular - becaues those are what will
cut the line of sight, which in turn determines the chase direction
most of the time.)

I believe it was Descent that I was playing when I first saw homing
missiles. You can avoid them and you should be able to. A “perfectly
homing missile” might be neat the first time the player is hit by it but
very boring the next time one is fired if there are no ways of escaping
it…–

Olivier A. Dagenais - Software Architect and Developer

hehe Computers are better than humans on simple algorithms like
that, but still, it’s possible to avoid real homing missiles with a
agile enough fighter aircraft.

Why? Physical limitations of the missiles; they can’t make infinitely
sharp turns. We just have to emulate that limitation in the games as
well, to an extent that the missiles add to the gameplay rather than
wreck it.

This applies to your homing missiles and smart enemies as well. It
can be rather annoying with enemies that just won’t ever get hit by a
homing missile, but it might work in games where you have enough time
to select a more suitable weapon. (Not the average 2D shooter where
you can’t directly select weapons at all, that is.)

//David

.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
----------------------> http://www.linuxaudiodev.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -'On Sunday 25 February 2001 16:15, Olivier Dagenais wrote:

If you want the missile to home around walls, then you’ll
probably really have to do a wall-bitmap in memory, and use A*.

You could use the above approach in combination with a line of
sight check, a “where did I see last him” memory and an
adjustment rule no to hit walls. (Corners in particular - becaues
those are what will cut the line of sight, which in turn
determines the chase direction most of the time.)

I believe it was Descent that I was playing when I first saw homing
missiles. You can avoid them and you should be able to. A
"perfectly homing missile" might be neat the first time the player
is hit by it but very boring the next time one is fired if there
are no ways of escaping it…