170 lines
5.6 KiB
Markdown
170 lines
5.6 KiB
Markdown
---
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id: wiki-2026-0508-case-study-skybound-red-striker-
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title: "Case Study: Skybound Red Striker Jitter Stabilization"
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Skybound-Red-Striker, jitter-stabilization-case-study]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.8
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verification_status: applied
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tags: [game-design, case-study, controls, jitter, war-commander]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: design-doc
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framework: war-commander-combat
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---
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# Case Study: Skybound Red Striker Jitter Stabilization
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## 매 한 줄
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> **"매 high-mobility air unit 의 input-jitter 와 매 stabilization 패턴"**. 매 War Commander 계열 PvP 에서 매 Skybound Red Striker (2024 meta unit) 의 매 micro-input 의 매 over-correction 문제와 매 community-developed mitigation pattern. 매 control-loop tuning 의 매 player-side case study.
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## 매 핵심
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### 매 문제
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- **Jitter origin**: 매 player rapid taps → 매 unit pathfinding 의 매 oscillation.
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- **Symptoms**: 매 unit 가 target 주위 매 spiral, 매 weapon cooldown 의 매 misalign.
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- **Skybound 특이**: 매 vertical mobility + 매 narrow turn radius 의 결합.
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### 매 stabilization 의 4 layers
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1. **Input throttling**: 매 client-side 100ms cooldown.
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2. **Path smoothing**: 매 bezier interpolation.
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3. **Lock-on assistance**: 매 acquired target 의 매 sticky.
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4. **Player technique**: 매 deliberate hold + reposition.
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### 매 응용
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1. 매 PvP combat unit design.
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2. 매 control-system damping.
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3. 매 esports balance pass.
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## 💻 패턴
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### Input throttle (client-side)
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```typescript
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class InputThrottle {
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private last_input_t = 0;
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private readonly cooldown_ms = 100;
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tryAcceptMove(target: Vec2, now: number): boolean {
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if (now - this.last_input_t < this.cooldown_ms) return false;
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this.last_input_t = now;
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return true;
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}
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}
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```
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### Bezier path smoothing
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```typescript
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function smoothPath(waypoints: Vec2[]): Vec2[] {
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if (waypoints.length < 3) return waypoints;
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const out: Vec2[] = [waypoints[0]];
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for (let i = 1; i < waypoints.length - 1; i++) {
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const p0 = waypoints[i - 1];
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const p1 = waypoints[i];
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const p2 = waypoints[i + 1];
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for (let t = 0; t <= 1; t += 0.1) {
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const x = (1-t)*(1-t)*p0.x + 2*(1-t)*t*p1.x + t*t*p2.x;
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const y = (1-t)*(1-t)*p0.y + 2*(1-t)*t*p1.y + t*t*p2.y;
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out.push({ x, y });
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}
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}
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out.push(waypoints[waypoints.length - 1]);
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return out;
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}
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```
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### Sticky target lock-on
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```typescript
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class TargetLock {
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private target: Unit | null = null;
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private locked_at = 0;
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private readonly stick_ms = 1500;
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acquireOrKeep(candidates: Unit[], now: number, prev_target: Unit | null): Unit | null {
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if (prev_target && now - this.locked_at < this.stick_ms) {
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const still_valid = candidates.find(c => c.id === prev_target.id);
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if (still_valid) return still_valid;
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}
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const next = pickHighestPriority(candidates);
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if (next) {
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this.target = next;
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this.locked_at = now;
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}
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return next;
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}
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}
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```
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### Damping controller (over-correction 방지)
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```typescript
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class DampedSteer {
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private velocity: Vec2 = { x: 0, y: 0 };
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private readonly damping = 0.85;
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private readonly max_accel = 50;
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update(current: Vec2, target: Vec2, dt: number): Vec2 {
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const desired = { x: target.x - current.x, y: target.y - current.y };
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const accel_x = clamp(desired.x - this.velocity.x, -this.max_accel, this.max_accel);
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const accel_y = clamp(desired.y - this.velocity.y, -this.max_accel, this.max_accel);
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this.velocity.x = (this.velocity.x + accel_x * dt) * this.damping;
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this.velocity.y = (this.velocity.y + accel_y * dt) * this.damping;
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return { x: current.x + this.velocity.x * dt, y: current.y + this.velocity.y * dt };
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}
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}
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```
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### Telemetry: jitter detection
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```typescript
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function detectJitter(input_log: { t: number; pos: Vec2 }[], window_ms: number): boolean {
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const recent = input_log.filter(e => e.t > Date.now() - window_ms);
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if (recent.length < 5) return false;
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let direction_changes = 0;
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for (let i = 2; i < recent.length; i++) {
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const dx1 = recent[i-1].pos.x - recent[i-2].pos.x;
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const dx2 = recent[i].pos.x - recent[i-1].pos.x;
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if (Math.sign(dx1) !== Math.sign(dx2) && dx1 !== 0 && dx2 !== 0) direction_changes++;
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}
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return direction_changes > 4;
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 fast-twitch unit | Input throttle + sticky lock |
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| 매 slow tank | Damping 의 minimal |
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| 매 esports tournament | Server-side path smoothing |
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| 매 bot detection | Jitter pattern telemetry |
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**기본값**: 매 input throttle 100ms + 매 sticky lock 1.5s.
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## 🔗 Graph
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- 부모: [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
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- 변형: [[Baiting-and-Combat-Controls]] · [[Anti-Air-and-Anti-Ground-Combat]]
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- 응용: [[Combat_Balance_Buff]] · [[Defense-Buildings]]
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- Adjacent: [[Damage-Resistance-Platforms]]
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## 🤖 LLM 활용
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**언제**: 매 control-system tuning, esports balance, jitter mitigation.
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**언제 X**: 매 turn-based — 매 real-time control 의 X.
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## ❌ 안티패턴
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- **Throttle 과다**: 매 200ms+ → 매 sluggish feel.
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- **Lock 의 강제**: 매 target switching 불가 → 매 frustration.
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- **Smoothing only**: 매 input filtering 의 무시.
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- **Telemetry 없음**: 매 jitter 의 invisible.
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## 🧪 검증 / 중복
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- Verified (War Commander community vods 2024-2025, KIXEYE forum case studies).
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- 신뢰도 B (community case study).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Skybound Red Striker jitter case study + control-loop patterns. |
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