Comments (1)
The whole "looking for differences" thing is entirely separate, that only applies to the base downloader not the tracker.
That thing you describe was my initial prototype, fit showed some clips of it, where it just prints out "gridding" then a hit. It was a 5x5 grid of 9-chunk-spaced checks. It worked fine but it was super inefficient.
The way it actually worked was natural selection of particles down to just the ones that were accurate. Ones that are close to a hit or far from a miss are more likely to be kept, ones that are close to a miss or far from a hit are more likely to be killed. Very quickly they match the player's actual position and speed, allowing us to keep up with them easily, if they are moving with a consistent speed and direction.
from nocom-explanation.
Related Issues (19)
- What about sharing the source? HOT 7
- Can you tell us about the architecture you used? HOT 3
- [Question] Locating exact cords of the player HOT 6
- Cubic Chunks and other mods, and it acting like a full rendering system. HOT 16
- YO what is up HOT 3
- Latex Writeup HOT 1
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- . HOT 46
- Question HOT 1
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- [Question] abuse some other techniques (like AntiAntiXray exploits) HOT 11
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from nocom-explanation.