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Heat seeking crows *duck*

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    Heat seeking crows *duck*

    I have a crow model that flies around in game then follows (heat seeks) a pawn until it collides with it. The problem is that at lower frame rates, the changes to the crow's acceleration (how I'm changing the velocity to achieve the heat seeking) isn't as frequent (per tick) and thus its heat seeking ability isn't a good and it misses or takes a lot longer for it to finally circle around and hit its target pawn.

    Is there any way to compensate heat seeking for what is potentially a very wide range frame rates (i.e. 30-150)?

    Thanks.

    #2
    Doesnt the engine handle acceleration for you?

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      #3
      Originally posted by Bonehed316
      Doesnt the engine handle acceleration for you?
      The engine does and I am updating the acceleration. But it's the rate at which the acceleration is updated by my code. This effects the path it takes.

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        #4
        1: Are you making use of Tick's DeltaTime?

        2: Some Actors can be made to Tick twice as often, I believe (like vehicles). Couldn't really tell you how, though.

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          #5
          Yes deltaTime is the right place to start. I'm not sure how to use this change in time to compensate for the error cased by larger delays between updates.

          Yikes, this sounds like a calculus problem! :alien:

          Comment


            #6
            1) Are these Crow T. Robots?

            2) Have you looked at the AVRiL? I've never seen it have any locking problems from low framerates.

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              #7
              Code:
              event Tick(float deltaTime)
              {
                effectiveAcceleration = AccelerationRatePerSecond * DeltaTime
                ...
              }

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