Missing a Missile

November 9, 2005

I’ve finally finished the first pass over my missile interception code. It took me quite a while to iron out the remaining bugs, but it’s all done now. I ended up having 3 bugs which were causing the missile to miss slightly, however now they’re fixed it’s looking quite good.

The counter missile flies along and appears to be reacting the the target missile path even though it’s course has been pre-generated. I’ve also put some simple AI in which shoots down incoming missiles if they are unprotected by ECM missiles. Below is a picture of the counter missile in action. The target missile started on the left and is flying towards the right, the counter missile begins at the right and flys towards the left. As you can see, the target rotates slightly towards is left and so the counter missile follows by rotating to it’s right.

Next on my todo list is implementing the defensive state so two players can play against each other. I’m also going to start implementing some more complex AI as I add new features. So far the AI system is working really well. The fact that the entire system is event driven makes adding new AI behaviours simple and flexible. I’m also going to start putting together a schedule so I should know an approximate date for the ‘tech demo’ alpha release soon.

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2 Responses to “Missing a Missile”

  1. Ahh I get it. That’s an interesting way of doing it. I figured I would probably just ‘get the missle there any way possible’ (with the exception of hitting other entities, which is also something you’ll have to factor in eventually :P ). So my version would have probably just cut across space, trying to get there as soon as possible. Of course, it’s a very naive and yours has less chance of being stuck behind the missle it’s tracking.

  2. Yeah, I wanted a technique that would look realistic, but wouldn’t take up too much bandwidth or have any out-of-sync problems. I’m hoping now I should be able to have hundreds of groups of missiles (with up to 49 missiles in each group) even over the net. If all goes well, the world should support hundreds of ships all firing at each other without too high bandwidth requirements.

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