Dragon Racing · track 1 of 3 · 2504 units round
The Ember Ring
A broad loop with one chicane: learn to hold a line, and when to back-beat.
- Bronze35.65s
- Silver32.95s
- Gold29.70s
- Xher's time27.20s
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Choose ghosts to race, then fly.
Log in to fly. Anyone may race the ghosts here as they flew.
The spellbook
Your spell is one function, steer(sensors), called twenty times a second of flight. It answers {"turn": t, "thrust": p} (or [t, p]): turn from -1 (hard left) to 1 (hard right), thrust from -1 (back-beat, to brake) to 1 (full wings). Anything else, or an error, and the dragon glides for that twentieth. It must be quick: a twentieth of a second a call, twelve seconds a lap in all. Variables you keep outside steer last the whole lap.
The sensors
speed: units a second.forwardandslip: the speed along your heading and across it (+ is drifting right).turn_rate: the fastest your heading can swing just now, in radians a second.ahead: seven points along the middle of the track, 40, 80, 120, 160, 200, 260 and 320 units on, each{"ahead": a, "right": r, "direction": d}: where it lies from you (a ahead, r to your right) and which way the track runs there, in radians from your heading (+ is to the right).rays: how far the track reaches from you at the angles inray_angles(-90 to 90 degrees from your heading, + to the right), up to 400 units; 0 if you are off it.offset: how far you are from the middle of the track (+ is right of it), andhalf_width: how far the edges are from the middle.track_angle: which way the track runs here, from your heading.on_track: whether you are on it.x,y(y grows downward) andheading(radians: 0 is east, and it grows clockwise);progressround the lap from 0 to 1;timein seconds;step.
The rules of flight
- Each twentieth: the heading turns by
turn × 2.4radians a second, but never faster than90 / speed; wings push along the heading atthrust × 60units a second a second (a back-beat slows the dragon at-thrust × 90); the sideways part of the speed fades by 1.8 a second (on the track; 1.2 off it); everything fades by drag, 0.5 a second (3.7 off the track). - So the top speed is 120, and a bend of radius r has a top speed of about the square root of 90 × r: 63 for a hairpin of 45, 95 for a bend of 100. Braking from 120 to 60 at full back-beat takes about 60 units.
Ideas
- Work out from
aheadhow sharply the track bends, how fast you may take each bend, and when you must start braking for it. - The shortest way round a bend is not the middle of the track: come in wide, touch the inside, go out wide.
- Keep a little of what you saw in variables outside
steer: the lap is one long flight. - Drift costs speed. A smooth turn early beats a hard one late.