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Session Name:

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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  • GDC 2017
  • Chris Stark
  • Robot Entertainment
  • free content
  • Programming
  • Programming