Advertisement

04.28.2008 at 03:47PM PDT, ID: 23360499
[x]
Attachment Details
[x]
The Solution Rating System

With so many solutions, how can you tell which solutions are most likely to help you and which ones are not? To provide you with a tool to use, we rate our solutions based on various elements that most accurately determine if a solution is a quality solution. To explain what factors affect the solution rating, here are the elements we take into consideration when formulating our solution rating.

  • The Grade of the Solution
  • The Zone Rank of the Expert Providing the Solution
  • The Number of Author and Expert Comments
  • The Number of Experts Contributing
  • The Feedback of the Community

Your Input Matters
Because of the way the system is set up, the most important variable in this equation is you. As a member of Experts Exchange, you are able to cast your vote on the quality of the solutions in regard to how complete, accurate, helpful and easy to understand each solution is. When you provide your feedback, each rating is adjusted accordingly. So, if you see a solution that has a poor rating that you think is a good solution, let us know by rating it. As you do, the rating will be adjusted and will become more accurate for other members of our site.

If you have any suggestions that you would like to make for our rating system, please ask a question in the Suggestions Zone of Community Support.

Thank you!

7.1

Game Algorithm: Resolve Battle with many units (and damage done)

Asked by Chumad in Game Programming, Miscellaneous Programming

Tags:

I'm trying to come up with an effecient algorithm for a unit based game I'm making.  The units will be grouped together in a fleet and fighting another fleet of units. Each fleet could comprise of 10's to 1000's of units, so looping through them may not be very effecient.

Each unit has the following stats:
- Attack Rating (compared against defense rating of another unit to determine if it hits)
- Defense rating
- Hit points
- Low damage (low range of damage)
- High damage (high range of damage)

My original idea included looping over each unit and doing something like this:

Hit chance = Attack Rating / (attack rating + defense rating of enemy)
Roll die to determine hit
if hit, then random damage between low and high damage
apply damage to enemy unit

However, as stated above, with 1000's of units, it is very ineffecient.

Ideally, I'd like to come up with a simple calculation that provides the outcome of damage done by the fleet against the other fleet while taking into account hit chance of each unit (or perhaps an avg of units?)... other ideas are welcome as well.

Thanks

PS. This is written in C#Start Free Trial
[+][-]04.29.2008 at 01:34PM PDT, ID: 21465964

Assisted solutions are selected by the member who asked the question as a comment that contributed to their question's solution.

Start your 7-day free trial to view this Assisted Solution or ask the Experts your question.

 
[+][-]04.29.2008 at 04:33PM PDT, ID: 21467105

Assisted solutions are selected by the member who asked the question as a comment that contributed to their question's solution.

Start your 7-day free trial to view this Assisted Solution or ask the Experts your question.

 
[+][-]05.08.2008 at 10:01AM PDT, ID: 21526491

View this solution now by starting your 7-day free trial. Setting up your free trial is quick, easy, and secure. We will return you to this solution, unlocked, when you're done.

 

About this solution

Zones: Game Programming, Miscellaneous Programming
Tags: General
Sign Up Now!
Solution Provided By: jgordos
Participating Experts: 3
Solution Grade: A
 
 
[+][-]05.12.2008 at 05:36PM PDT, ID: 21551504

Often, when Experts are collaborating with members who have asked questions, they will request additional information about the problem. Askers respond with an author comment like this one.

Start your 7-day free trial to view this Author Comment or ask the Experts your question.

 
 
Loading Advertisement...
20080716-EE-VQP-32 / EE_QW_2_20070628