Originally posted by neoliminal
The positions of the blitzers before the snap are obviously numeric, no? There's an X and a Y location for each blitzer.
Pseudo Code:
1. Count Blitzers
2. Count Blocker.
3. If Blitzers > Blockers and vision check was passed... audible TE/HB/FB in to block (as assigned in play)
4.a QB attempt Vision check to assign blockers.
b.b QB and Center assign Blocking (This is what you see before a play when the center and QB are pointing at defenders.)
5. Formulate paths for blitzing players.
6. Formulate blocking paths for blocking players.
7. Failed Vision checks have them blocking someone else.
You don't need 24 slots for this. In fact, that just seems to make it harder to work out....
How many x/y locations are there when you can move players fractions of yards vertically or horizontally?
You do understand that without specific slots defenders have to blitz from, that #4 creates exponentially more situations that have to be coded for, if defenders still have freedom of movement in the DPC.
For instance, what if DT is head up over LG and NT is head up over C. The MLB is blitzing through the A gap between C and LG. Do you want the same blocking code if MLB is on the line of scrimmage, .5 yards off the LOS, 1 yd off the LOS, 1.5 yds off the LOS, 2 yards off the LOS, etc. Where do you change the blocking assignments for the LG to pick up the MLB instead of the DT? And in reality, DCs can move that blitzer fractions of those distances. Then repeat that scenario for every combination of blitzers that DCs can throw at the SIM. Now what happens when you move the DT just slightly outside so he is only 1/2 way covering the LG. When does DT block MLB and when does he block the DT? What happens when you shift the DE so he is in the B gap between the LG and RT.
Without a set # of spots that you can blitz from, coding becomes too difficult. However, you need to give DCs enough choices so that creativity isn't killed.
The reason I went with 24 locations.
LOS is 9. It covers head up with C, inside shoulder and outside shoulder of Gs and Ts. Really you could push it to 11 or even 13. The reason for more in the back is that you need similar positioning between the tackles, and the ability to start further outside for OLB and for S, CB blitzes.
Really, I would prefer the number of locations be about 15 on the LOS and 21 off the LOS for a total of 36, but thought that would be too much. 36 is still minute compared to the countless #s of positions you can come up with on the x/y axis.
The positions of the blitzers before the snap are obviously numeric, no? There's an X and a Y location for each blitzer.
Pseudo Code:
1. Count Blitzers
2. Count Blocker.
3. If Blitzers > Blockers and vision check was passed... audible TE/HB/FB in to block (as assigned in play)
4.a QB attempt Vision check to assign blockers.
b.b QB and Center assign Blocking (This is what you see before a play when the center and QB are pointing at defenders.)
5. Formulate paths for blitzing players.
6. Formulate blocking paths for blocking players.
7. Failed Vision checks have them blocking someone else.
You don't need 24 slots for this. In fact, that just seems to make it harder to work out....
How many x/y locations are there when you can move players fractions of yards vertically or horizontally?
You do understand that without specific slots defenders have to blitz from, that #4 creates exponentially more situations that have to be coded for, if defenders still have freedom of movement in the DPC.
For instance, what if DT is head up over LG and NT is head up over C. The MLB is blitzing through the A gap between C and LG. Do you want the same blocking code if MLB is on the line of scrimmage, .5 yards off the LOS, 1 yd off the LOS, 1.5 yds off the LOS, 2 yards off the LOS, etc. Where do you change the blocking assignments for the LG to pick up the MLB instead of the DT? And in reality, DCs can move that blitzer fractions of those distances. Then repeat that scenario for every combination of blitzers that DCs can throw at the SIM. Now what happens when you move the DT just slightly outside so he is only 1/2 way covering the LG. When does DT block MLB and when does he block the DT? What happens when you shift the DE so he is in the B gap between the LG and RT.
Without a set # of spots that you can blitz from, coding becomes too difficult. However, you need to give DCs enough choices so that creativity isn't killed.
The reason I went with 24 locations.
LOS is 9. It covers head up with C, inside shoulder and outside shoulder of Gs and Ts. Really you could push it to 11 or even 13. The reason for more in the back is that you need similar positioning between the tackles, and the ability to start further outside for OLB and for S, CB blitzes.
Really, I would prefer the number of locations be about 15 on the LOS and 21 off the LOS for a total of 36, but thought that would be too much. 36 is still minute compared to the countless #s of positions you can come up with on the x/y axis.
Edited by Rage Kinard on Oct 24, 2010 17:28:17