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From: TIMOTHY K H. <tkh...@ve...> - 2006-11-26 17:39:59
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Alright, so it would seem that my contribution to navigation algorithms is to break them, sorry about that. Your method for lineral acceleration is very obviously superior to mine, the movement once it reaches the target point is much smoother and oscilates less. Angular movement still acts a little funny though, as it doesn't start decelerating until it's completely passed the target angle, instead of approx. halfway there. I'm not going to touch that, however. What I will do is try to optimize things a little better. I'll keep my hands out of the angular velocity code, but I think I can streamline the linear velocity stuff. One way I think to keep from doing a lot of re-calculating is just to pre-calculate as much of the information as possible during initialization of the ship. One of the most obvious values for this, I think, are the various availableThrusts, which only need to be re-computed whenever an engine is added or destroyed. Again, I'll be a lot more careful about touching navigation, and just focus on what I promised about tactical behavior instead. Sorry I broke your code. -Tim |