EdgeEffectiveness

EdgeEffectiveness

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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

EdgeEffectiveness

Post by lurker »

What is with the edgeEffectiveness algorithm?

Damage for radius 100:

Code: Select all

                 edgeEffectiveness            
            0     0.2    0.4    0.6    0.8    0.9    0.95
Distance  -----------------------------------------------
   10   |   0.9   0.92   0.94   0.96   0.98   0.99   0.99
   20   |   0.8   0.83   0.87   0.91   0.95   0.98   0.99
   30   |   0.7   0.74   0.8    0.85   0.92   0.96   0.98
   40   |   0.6   0.65   0.71   0.79   0.88   0.94   0.97
   50   |   0.5   0.56   0.63   0.71   0.83   0.91   0.95
   60   |   0.4   0.45   0.53   0.63   0.77   0.87   0.93
   70   |   0.3   0.35   0.42   0.52   0.68   0.81   0.9
   80   |   0.2   0.24   0.29   0.38   0.56   0.71   0.83
   90   |   0.1   0.12   0.16   0.22   0.36   0.53   0.69
   100  |   0     0      0      0      0      0      0
The equation: mod =(radius-dist1)/(radius-dist1*edgeEffectiveness)

I thought edgeEffectiveness was supposed to be the percent damage at the edge of the explosion...

It's nice to curve the effectiveness this way and all, but is it documented anywhere conspicuous the very different way this code works than a linear falloff?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: EdgeEffectiveness

Post by FLOZi »

Could have sworn i remember something about it falling off cubically in TA
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lurker
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Joined: 08 Jan 2007, 06:13

Re: EdgeEffectiveness

Post by lurker »

Really? O_o Maybe all the modding resources I looked at hated me.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: EdgeEffectiveness

Post by Argh »

Ok, waitaminute. Shouldn't it just be a linear falloff, though? Seems rather steep, if 0.95 == 0.69 damage at edge... no wonder stuff in P.U.R.E. with AOE seems a bit on the weak side for the size of the AOE :roll:

Given that fixing this to behave like we all expected it did would break balance for BA, etc... erm... can we just have an IF/THEN and use a simpler linear falloff instead?
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lurker
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Joined: 08 Jan 2007, 06:13

Re: EdgeEffectiveness

Post by lurker »

"Seems rather steep, if 0.95 == 0.69 damage at edge..."
Yeah. Not much you can do if you want it to smoothly scale down to .5 damage or something similar... I tried to make a graph earlier, but it failed.

Edit: new graph attempt
Image
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edgeEffectiveness.png
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Re: EdgeEffectiveness

Post by SwiftSpear »

You could in theory want to go below zero on that scale as well... IE, a nuclear bomb with a focused central blast, moderate midrange damage, but a huge shock wave area.
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