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Angle changes by executing certain commands #182
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It's interesting question. We haven't checked this before. When it comes to up and down axis, speed is ~2.5 degrees per tic. Turning speed is ~1.75 degrees in first few tics and accelerates to ~3.5. In addition, values change when This is the original Doom mechanics, we haven't changed anything in it.
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Thanks @mwydmuch for the explanation. It was helpful! |
Hi @mwydmuch , I have another question related to this. Obviously there is an upper bound and lower bound the the pitch angle (LOOK_UP and LOOK_DOWN). Could you please also let me know the exact value of it? Thank you so much! |
Lower bound is exactly -56, upper is 32 degrees. Don't ask why :) |
Hi @mwydmuch , Thanks for the reply. I was doing some experiments based on the parameters you suggested and compute the heading of the agent accordingly, but i couldn't get the right heading. Here are some issues I'm still confused about:
I really appreciated your tips! |
EDIT: No one used "DELTA" buttons in the last year competition. |
I forgot to close this one, I've added support for floating point values and now everything works as described above. |
Hi @mwydmuch , sorry for bothering you again, Regarding the MOVE_FORWARD AND MOVE_RIGHT buttons, I'm wondering how many units are these buttons corresponding to. Say if I use the MOVE_FORWARD for n tics, how much does the agent move forward? Thanks. |
I don't know the exact mechanic of movement in the engine, but it implements some simple acceleration and momentum, so it's a little bit complicated. It looks like that default max walking speed is ~8 in-game unit. With From ZDoom wiki: I think it's possible to combine forward and side movement to achieve greater speed, like in Quake. You can measure speed with help of In-game unit to real life unit translation: https://doomwiki.org/wiki/Map_unit |
Hi,
I'm wondering how many degrees does the agent rotate by executing commands:
"TURN_LEFT", "TURN_RIGHT", "LOOP_UP", and "LOOP_DOWN"?
Thanks!
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