hgkjfhfdsj
Active Member
- Reaction score
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hi
im after the maths behind a typical smooth 'boomerang' curve (not sure what the correct terminology is) in projectiles, or otherwise example of spells that uses this. if not, a sketch will do (anything will be appreciated really... )
the standard approach to homing projectile that target a unit in motion produce sharp turns since angle is updated to project directly towards the unit rather than interpolating angles that smooth the angle difference of the original position & the target's new position.
such obvious sharp turns can be observed when the unit uses blink, whereas relatively short difference in angle and distance (<100) wont have any (observable) effects. for example, in the ss below:
thanks
EDIT
ignore the knight
im after the maths behind a typical smooth 'boomerang' curve (not sure what the correct terminology is) in projectiles, or otherwise example of spells that uses this. if not, a sketch will do (anything will be appreciated really... )
the standard approach to homing projectile that target a unit in motion produce sharp turns since angle is updated to project directly towards the unit rather than interpolating angles that smooth the angle difference of the original position & the target's new position.
such obvious sharp turns can be observed when the unit uses blink, whereas relatively short difference in angle and distance (<100) wont have any (observable) effects. for example, in the ss below:
thanks
EDIT
ignore the knight