Right! Now i understand why we need velocity in the first place. Itās to find the next checkpoint more clearly.
Thank you very much jackek1, Uljahn, 5DN1L. I appreciate support from all of you peers
However everything BUT GO binaries work, and the referee for this game is in GO! Would someone here like to take a crack at rebuilding the referee in c++?
The physics is inaccurately explained. The description says that thrust is the acceleration of the pod. In fact, there is clearly some friction implemented. So even with zero thrust and nonzero speed, the pod decelerates.
Moreover, the pod takes time to turn, it can not immediately accelerate in an arbitrary direction. This broke my idea to implement a version of space travel under constant acceleration (max burn the first half, turn around and max burn decelarating)
Me? I havenāt had it happen for a while. Iām building all kinds of new code smells into my approach so maybe Iāll go back to basics again and see it again.
You have to beat the boss of Wood 1 to be promoted to Bronze. I think the boss has a score greater than 23. Please check the leaderboard for the exact number.
Orbiting the checkpoint:
Youāre limited to turning 18 degrees per turn. If your current speed will cause you to move more than 18 degrees across the checkpoint in a single turn, you cannot turn fast enough to get to the checkpoint. This can happen at high speed when close to the CP. The solution is to either slow down or get further away. One simple way is to change your max thrust based on your angle to target.
Stopping at the edge of the checkpoint:
When your bot stops right at the edge of the checkpoint and will go no further, itās because your evaluation function is valuing distance from the next CP higher than passing the current checkpoint. i.e. āIf I hit this checkpoint, the distance to the next checkpoint will go from 1 to 3000. Being far from the next checkpoint is bad. Therefore the best thing I can do is make my distance to the next checkpoint as close to zero as I can without passing it.ā To fix, add a factor that counts how many checkpoints you have passed and use it to offset that distance change.
Im a bit late, but you print the word āBOOSTā in the section where you specify thrust. Remember you can only use it once, so you might want to check and make sure you havenāt used it before you assign āBOOSTā to thrust
Iām stuck at the part where collisions are introduced. Iām not sure what Iām supposed to do. I tried doing a Dot Product to intentionally boost the enemy away from the checkpoint, tried my luck with the normal boost code from the previous episode before the collisions were introduced, and etc. Is there something Iām supposed to do with the circular force-field being 400 units radius?
this is my code i am doing the language go it looks correct and i tried everything but nothing is working there has to be something Rong but if anyone can help me please do
// nextcheakpoint x,y or cheakpointx, cheakpointy
// and thrust (0 <= thrust <= 100)
// i.e.: "x y thrust"
fmt.Printf("%d %d 50\n", x,y)
// nextcheakpoint x,y or cheakpointx, cheakpointy
// and thrust (0 <= thrust <= 100)
// i.e.: "x y thrust"
fmt.Printf("%d %d 50\n", x,y)
}