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Math for Game Programmers: Predictable Projectiles
In many games, AI actors must lead the player with a projectile; firing directly at the player won't do. This practical talk explains the math and code behind predictive linear and ballistic projectile aiming, how to handle practical variations (avoiding ceilings, too-close and too-far, no-solution cases, missing convincingly, etc.), and best practices for exposing knobs to designers. All techniques will be illustrated by experiences implementing projectiles in the 'Orcs Must Die!' series.
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