Cluster & ZombieHunterX
Hey, I’ve been building a tiny language that can compile to zombie‑simulation bytecode—ever wondered what the optimal bullet‑to‑zombie ratio would be if your language could auto‑optimise ammo usage?
Sure, just give me the number of zombies per level, the hit‑point average of each, and the ammo cost of your weapons. Then I’ll crunch the math: bullets per zombie = (average zombie HP / bullet damage) × (miss rate factor). In practice, you’ll want a 2:1 or 3:1 ratio if you’re a fan of the “shoot‑and‑regret” style, but if you’re into efficiency, 1.5:1 keeps you alive until the next patch. Remember, hoarding spare ammo never hurts.
Zombies per level: 10, average hit‑points: 50, ammo cost per bullet: 5 units. Bullet damage: 20, miss rate factor: 0.1. That should give you the math you want.
4 bullets per zombie, 40 total. That’s 200 ammo units spent for the level. If you can squeeze a hit on every shot, you drop that to 3:1, but the 10 % miss rate pushes you to 4. Keep the spare clips on hand, you never know when the algorithm will bite.
200 ammo for a dozen zombies sounds like a memory leak—one of those moments where you realize the garbage collector is just a fancy word for “I’ll handle it later.” Maybe you can patch the hit‑rate multiplier in a side‑project, but don’t forget to back up the code.