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Stilleto (Nexus)

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Author: aszek

Group: Default

Filesize: 52.23 kB

Date added: 2009-12-08

Rating: 5.4

Downloads: 788

Views: 798

Comments: 1

Ratings: 2

Times favored: 1

Made with: Algodoo before v1.8.5

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Stilleto (Nexus)

The "Stilleto" is my next generation scene with independent and self controlling a spaceship. In my previous and first scene with these kind of simulation - it was "Picard after duty" at:

http://www.algodoo.com/algobox/details.php?id=34403

I made some bad solutions. After testing this one scene should work a little better than previous one, but I known that is much to improve still.

In this version "Stilleto" come with two preferences where to fly:
1. Avoid collision with objects on layer "G", where these object have empty texture.
2. By close to object on layer "G", where it has texture named "NAV" (navigation point).

A spaceship's radar is working on layer "G" in full 360 degrees range, divided by 8 sections. Each section has a little less than 45 degree and radar is attempting to detect any objects on layer "G" close by and memorize more closely distant meassurments for each section (in array = [obstracle, nav point, target]).

These "G" objects can be type of:
- a radar mechanics (texture = "SELF") where radar should ignore them.
- a ship border (texture = "SOURCE") where radar is recognize shape of the ship and can calculate distance between objects and 'last known' end of ship's hull.
- a obstacles (texture = "") where the ship will try avoid collision witch.
- a navigation points (texture = "NAV") where the ship will try stay close by. Ship will stay close by only if this nav point is immortal, otherwise the ship will destroy current achieved navigation point and will looking for next one.
- a enemy (texture "TARGET") where the ship will try reach and use a weapon to shot down enemy. But at this moment space battles is not posible yet (I am working on it).

So, please sit down and watch what happend...



Technical:

Sometimes (at start) "Stilleto" has problems to chaose a right direction, usually it is happends in situations where obstracles are very close to the ship (less than 10m - at default radar range) and these obstracles are surrounding the ship to close. Then all its engines working almost simultaneously. You can test it and meybe develop better thyme function to improve it. My standard function to calculate ship direction and execute movment by mechanical vectoring is:

Scene.my.vector=(A)=>{a0:=0; a1:=0; a2:=0; A(0)==0 ? {a0 = 1.0}:{a0 = A(0)/scene.my.radarDist}; A(1)==0 ? {a1 = 0.0}:{a1 = (scene.my.radarDist - A(1))/scene.my.radarDist}; A(2)==0 ? {a2 = 0.0}:{a2 = A(2)/scene.my.radarDist}; scene.my.vectorFactor * (a0 + (a1 * 0.75) + (a2 * 0.25) ); };

a0 - is avoid vector and first, most important ship's task.
a1 - is approach vector to navigation point and is second ship's task.
a2 - is approach vector to target (not working yet).

You can simply modify this function by change divide constants and copy&paste new one in to console.

You can change also too:
"scene.my.vectorFactor" = {0.1-0.2} - to create less or more dynamic fly.

In "scene.my.radarDist" is range of radar detection, so you can incrase it for larger area or decrase for smaller lag.
I recomended not to change "Scene.my.radarSpeed" below 30rpm (unactual data) or over 60rpm. The radar will calculate speed in radians by itself.

If scene is runing below 100% time you can also decrase numbers of algodoo solves per second by "Sim.frequency" eg. 50.

Ok, have fun !
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COOL :tup: