Difference between revisions of "Talk:COS.DAT"
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I'm surprised X-COM has sines and cosines. The only place I can think that these might be used, is with the construction/presentation of the world globe and related things, perhaps night/day lighting changes and maybe aircraft travel arcs. Thoughts on why they might have trig values? --[[User:MikeTheRed|MikeTheRed]] 19:29, 21 September 2006 (PDT) | I'm surprised X-COM has sines and cosines. The only place I can think that these might be used, is with the construction/presentation of the world globe and related things, perhaps night/day lighting changes and maybe aircraft travel arcs. Thoughts on why they might have trig values? --[[User:MikeTheRed|MikeTheRed]] 19:29, 21 September 2006 (PDT) | ||
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+ | My interest was the Battlescape. (I'm thinking of figuring out the LOS algorithm. There's some definite weirdness since you can reaction-fire on aliens you can't see during your turn.) The numerical approximations could be responsible for the possibility of missing at 100% accuracy reported by NKF. It also could be involved in computing the trajectories of missed shots. | ||
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+ | --[[User:Zaimoni|Zaimoni]] 12:01 Sept 21 2006 CDT |
Revision as of 04:54, 22 September 2006
I'm surprised X-COM has sines and cosines. The only place I can think that these might be used, is with the construction/presentation of the world globe and related things, perhaps night/day lighting changes and maybe aircraft travel arcs. Thoughts on why they might have trig values? --MikeTheRed 19:29, 21 September 2006 (PDT)
My interest was the Battlescape. (I'm thinking of figuring out the LOS algorithm. There's some definite weirdness since you can reaction-fire on aliens you can't see during your turn.) The numerical approximations could be responsible for the possibility of missing at 100% accuracy reported by NKF. It also could be involved in computing the trajectories of missed shots.
--Zaimoni 12:01 Sept 21 2006 CDT