Math for Game Programmers: Predictable Projectiles
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- Опубліковано 6 жов 2024
- In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming, how to handle practical variations, and best practices for exposing knobs to designers.
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Is it just me or does Chris Stark have a strong heartbeat, paired with that positioning of the microphone.
Haha I noticed that too....damn is that really his heart?
It's the king engine
@@KrisKrisKrisKrisKris totally irrelevant comment...bro what are you smoking ?
Or maybe it's music in the background?
@@QuietSnake-xs5vx Watch One Punch Man :P
I love to see how math and physics come across everywhere. It doesn’t matter if you were designing a game or dev it. You must know physics and math! This video gives me lot of tips. Thanks!
Didn't realize for a while this talk was about making projectiles work for enemy (and possibly friendly) AI.
Still extremely useful information, as I never understood how enemies in games seemed to predict where I was regardless of my location.
I loved Orcs Must Die!
Really interesting to now learn about the math behind it.
Great talk, going to use some of those equations!
please keep up with these math for programmers set of videos :D they rock!
Very interesting topic and a great talk! Cheers to Robot entertainment, one of my favorites studios out there!
This is gold
Nicely done, Chris.
Wonderful talk. Chris exposed me to so many ideas which I hope to explore. 🌻
Great talk! Thank you!
Yea, don't use object location but instead bounding box center - more overlooked than one would think.
that was a great talk !
nice talk
math.... the language of the universe
Listening to this on a good pair of studio headphones and wondered what the low end thudding was. Then I realised where the placement of the lav mic is. I feel unsettled haha
yea I'm surprised nobody brought it to his attention and fixed it, I find it hard to focus on what he's saying listening to his heartbeat in the background.
All I can hear is the little click of someone in the audience taking a photo of each slide XD
Aaaaaa! My head!
6:19 I'm confused on the 'a' term here. How do you subtract a speed from a vector in this instance?
Hi,
v_w^2 is actually refering to the dot product between v_w and himself, which will result in a scalar. Then you just subtract sp^2.
Hope I was helpful and forgive me for my poor english.
Cheers.
@@iamdavymarquez Thanks! I had the same question too. However, for the b term, how do you multiply a vector by a scalar to obtain a scalar? since you need all a, b and c to be scalars not sure how it should be handled.
@@CristianPaezFrikencio5 Hello, for calculating the b term all you need to do is subtract X_ow and X_op, resulting in a vector, then you multiply each of its components by 2, which is still a vector, and lastly you have to make the dot product between the former result with V_w, obtaining a scalar value, in this case represented by b. In summary: (X_ow - X_op) -> vector, 2(X_ow - X_op) -> vector, 2(X_ow - X_op) . v_t -> scalar, (note that the '.' I put represents the dot product.
Nvm, just realized those distances are also vectors. My bad.
Anyone got the links he is referencing ?
9:49 so it seems two orcs watched this video
I sure would have been nice if his audio didn't drop for just one word so damn often.
As an old developer this obvious physics math made sad. What's next? Will there be a talk about how going right is plus and going left is minus in another 20 years? Guess I'm just too old.
this is a racist game name. wtf "orcs must die" mean......