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dead reckoning variation
Targeting
A target is a structure of information that describes the state, and change of state, of an object that exists in a remote person‘s instance of a game.
When you fire your laser, you send a packet of data to the server saying that
- You shot the laser,
- It was shot at some position in space (ox,oy) and
- that it‘s moving straight up.
for each frame {
target.x_velocity = target.x_velocity + target.x_acceleration;
target.y_velocity = target.y_velocity + target.y_acceleration;
target.z_velocity = target.z_velocity + target.z_acceleration;
target.x_position = target.x_position + target.x_velocity;
target.y_position = target.y_position + target.y_velocity;
target.z_position = target.z_position + target.z_velocity;
smooth();
}
smooth(){
laser.x = (laser.x + target.x_position) / 2;
laser.y = (laser.y + target.y_position) / 2;
laser.z = (laser.z + target.z_position) / 2;
}
smooth2(){
laser.x = (laser.x * 99 + target.x_position) / 100;
laser.y = (laser.y * 99 + target.y_position) / 100;
laser.z = (laser.z * 99 + target.z_position) / 100;
}
dead reckoning variation