Session Name: | Math for Game Programmers: Predictable Projectiles |
Speaker(s): | Chris Stark |
Company Name(s): | Robot Entertainment |
Track / Format: | Programming |
Overview: | In many games, AI actors must lead the player with a projectile; firing directly at the player won't do. This practical talk explains the math and code behind predictive linear and ballistic projectile aiming, how to handle practical variations (avoiding ceilings, too-close and too-far, no-solution cases, missing convincingly, etc.), and best practices for exposing knobs to designers. All techniques will be illustrated by experiences implementing projectiles in the 'Orcs Must Die!' series. |