Yes, but only the tanks on higher levels will use it, as in the original the tanks get progressively smarter. I keep track of player velocity already, so it would be relatively simple to do so. I would just have to find some point (in the reflected space) where the speed of the shell times the distance to the tank is equal to the speed of the player times the distance from said point to the player.
I can't wait to play the game, and show it to some friends Smile
Any progress yet?
I've been pretty busy lately, and I gave priority to my serial driver when I did have time to work on projects. I have a paper due tomorrow, (yay procrastination! I need to get back to work.) so hopefully I will have time to work on it this weekend.

I may have made progress since the last update in this thread, but I forgot what exactly I changed since then. I'll check git diffs tomorrow and if it's something impressive I'll upload a screenshot. I think I was working on finding a way to have tanks shoot towards the player's future position, but I'm not sure.
Very nice! Canít wait to see whatís coming!

commandblockguy wrote:
I think I was working on finding a way to have tanks shoot towards the player's future position, but I'm not sure.

Oh, like predictive aiming? That sounds cool, but maybe also annoying Razz Did the Wii have that?
Some of the later tanks, especially the stationary turrets that bounced shots off the walls, use predictive aiming.

Without it, you could skirt any attack by moving in a straight line, which would make the wide open levels way easier.
Is this still being worked on? If so, I would like to offer my services as a sprite maker :3
I'd like to consider this as still under development, but realistically speaking I haven't done anything with it in several months. I'll move it up on my priorities list, and if I do work on it I'll be sure to let you know. Currently the graphics are really lacking, so any help with sprites would be greatly appreciated. That being said, there's no reason to work on the graphics if I'm never going to finish the code.
I'd be happy to help you out with sprites again. This game was a lot of fun on the Wii, and I'd really like to see Tanks! CE be finished. Let me know what kind of sprites you need.
Almost a year after the last commit, I've decided to start working on this project again.
It's now extremely obvious to me how terrible all of my code was. Bless me, Father, for I have sinned... I was using 18.6 fixed-point numbers on a system where there's no hardware support for 24-bit bitshifts. All of my types are capitalized, and none end in _t. There are random bugs caused by macro arguments not being enclosed in parenthesis, causing issues all over the place, and I was returning pointers to local variables.
I think that's actually a good sign, as it's allowed me to see how I've advanced as a programmer. I hope that I'll be able to see a similar difference with my current code next year.

Anyways, I've started rewriting some of the most poorly written parts of it, and it's now mostly working and compiling on LLVM. The only feature that's currently broken is AI targeting, as my atan2 function used some floating-point numbers that LLVM doesn't like. I'll rewrite it soon so that it only uses integers, which will hopefully also make it much faster, allowing me to make the AI seem smarter (or at the very least, not completely blind) by checking reflections more frequently.

I still haven't completely evaluated what still needs to be done for this project, but my current roadmap is to fix the AI and trig functions as soon as possible, then work out the rest of the physics. I plan to work on the graphics after I finish the physics and controls, as they will make the debugging process for those more complicated. If anyone wants to work on the sprites, though, I imagine that could be done in parallel. I want the final game to have an isometric perspective, so if anyone is interested in helping with sprites, let me know, and I can explain what exactly I need.

Also, now that I have more experience with USB devices, I realize that it might actually be somewhat possible to pair with a Wii Remote with Bluetooth.
Also, I've already written a library for HID devices such as mice and keyboards, which should work as soon as usbdrvce supports interrupt transfers, so I'll definitely add support for those once the USB libs are released. This won't be the "default" gameplay style, of course - I'll still spend time making sure that the keypad controls are easy to use.
Glad to see you are still looking to complete this very promising project - Also glad that you are able to spruce up the code as well Smile.
I made a minor update today that fixed a bug with collision detection where you could clip through blocks if you were at the corner of three blocks. I rewrote a good bit of the collision detection code for this, and it revealed a bug where a tank's velocity wasn't used or initialized properly. I've fixed both issues in the latest commit.

I'm not really sure how to do the graphics for this project - I want to preserve the original orthographic view, but I'm not sure how to efficiently convert world space to screen space. If I made a square in world space be drawn as a square in screen space, the perspective would be incorrect and everything would look stretched. If I were to make tiles wider than they are tall in world space so that the aspect ratio is the same, then bullets would move faster up and down than left and right relative to the block grid. If I were to convert between screen and world space properly, that would require me to do a division for each foreground object I draw, which seems inefficient. If anyone knows a better method of doing this, I would appreciate the help.
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