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In the world of basketball, it is necessary to practice a specific technique when you shoot, we favored the BEEF method to distinguish the technique we figured we could use in our simulation. Though in TNG we could not make a shooter agent that could be edited so we could change their procedures, we still needed a basis to work from. The BEEF method has four easy steps that can easily be remembered. First, keep your Balance. Every shooter has a different routine when they step up to the free throw line, whether it is two dribbles or no dribbles at all. However, every good shooter begins with balance, there is always a nail or dot at the middle of the free throw line, find the nail or dot and line your shooting foot up with it and be on balance. This is the B in BEEF, BALANCE. Keep your Elbow straight. After you have your balance, have your elbow on your shooting hand line up to make an L right under the ball. This is the first E in BEEF, ELBOW STRAIGHT. Focus your Eyes on the rim. Keep your eyes on the back of the rim, so you are basically looking through the net. Aim for the back of the rim. This is the second E in BEEF, EYES ON THE RIM. Follow through. After you release the ball, keep your hand up in the air as you were reaching into a cookie jar. This is the F in BEEF, FOLLOW THROUGH. Remember to keep your eyes on the basket the whole time and hold your follow through. The most important thing in a free throw is where you put your shooting hand leg. That means, if you are right-handed, line up your right foot exactly even with the basket right on the line, vice-versa for left handed players. This will improve your free throw percentage dramatically. Another important factor is bending your knees! If you don't bend your knees you have a hard time getting the basketball all the way to the basket. This technique plays a huge role in the literal shooting of the ball, but in the simulation, we mainly focused on the basic factors that would affect our free throw shot. We knew that gravity would play a roll on the trajectory and thrust of the ball so we knew that this variable had to be included in our programming. Another factor we knew needed to be included was the velocity that the ball exited the shooters hands, which we hoped could be executed by using the thrust slider that we created. One other major factor was the time variable. The time it took the ball to reunite at the end at the hoop was necessary to complete our equations, and to create a comprehensive program.
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