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monte carlo combat simulation for genshin impact

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Overview

gcsim is a Monte Carlo simulation tool used to model team dps. It allows for the formation of arbitrary combination of any characters.

Notice

Please note that gcsim is currently on a feature freeze as we work on rewriting the core in order to properly simulate hitlag (along with a number of other improvements). As such, until the rewrite is finished, we are no implementing any new features other than new characters or urgent bug fixes. Thanks for your understanding.

Getting started

You can use it on our website at https://beta.gcsim.app.

NOTE: Desktop app has been deprecated. It may be revived again in the future but due to popular demand, the focus is all on the webapp now.

Project status

The project is still currently under heavy development. Not every character/weapon/artifacts have been implemented. There are also many quality of life improvements that can be made. Currently this project is developed by one person (me) and as such development speed is not as fast as it can be. If you wish to contribute, please see below for ways you can help out.

Contributing

If you are looking to contribute, the following are some key areas that you can help out with. If you're interested, please don't hesitate to reach out on the sim's discord

  • Comprehensive frame counts of every character's abilities, including but not limited to:
    • Hit mark frame (not just animation frame, which is currently in the KQM library)
    • Cooldown start frame
    • Energy drain frame
    • Particle proc frame (relative to hit mark)
  • Team comp damage validation between actual game play and sim. This is done by recording videos of actual gameplay footage, and then reproducing the same team/artifact/items/targets in the simulator and comparing results frame by frame. This means both comparing the damage output as well as the reactions. The simulator should be able to reproduce actual gameplay faithfully.
  • Building action list for various common team comps and comparing/validating the result vs actual in game gameplay
  • Helping with documenting the sim in the wiki
  • Further testing of in game reactions, primarily EC and chain freeze duration.
  • Just in general using the sim for calculations/weapon comparisons/day 1 testing etc...
  • If you would like to contribute code please take a look at the contributing guidelines

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