This is really cool, I've implemented this in Dystopia and we're very pleased with the results. Biased spread rewards good aiming alot more, and that's what we like to see! :-)
Thanks for posting this Tim! On 12/21/05, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > Tim Holt wrote: > > >I wondered about that as well Jorge. Valve's way is effective, but > >potentially > >inefficient. > > > >One thing that really bothers me about it is the whole bias thing. It makes > >me > >wonder how much it could influence a distribution of points. Also, the bias > >will be applied in a cartesian coordinate space, not polar coordinate space - > >which would then lead to unequal distributions of points given the while loop > >filtering. > > > >BTW - feel free to use/post/modify this code. I was tempted to put it on the > >Wiki - but if someone beats me to it that's ok by me :^) > > > >Tim > > > > > Only problem with that is it'll remove the gaussian bias code Valve has. > I don't know what code uses that right now, and I can't really check > since I'm at work right now. > > -- > Jorge "Vino" Rodriguez > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

