Re: A question for Programmers...
- From: "Rick Balkins" <nospam.rickbalkins@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx>
- Date: Sat, 28 Apr 2007 03:29:03 -0700
Or grab a detailed Physics book(s) and answer be solved.
In short, have book(s) on Trigonometry, Calculus, Algebra, Geometry (and
Math if needed), and books on Physics.
You then build a game in 3d logic. At this point, I am recommending a
SuperCPU equipped (with SuperRAM 16 MB), and then you can use physics of
acceleration and deceleration formulas and distance over time. In this case,
we are talking WARP factors and you should do yourself a research on Star
Trek warp factors. In fact, there are two primary systems of Warp. TOS era
and TNG era. It carries some substantial changes.
There are some websites like Memory Alpha and Ex Astris Scientia (just
google for them). They will give you info on the theories of warp. This can
be useful for your "Star Trek" game. Keep in mind, I stated 3D logic. But 2D
representation and I don't expect you or ANYONE will be doing 3D
modeled/rendered game play. I expect, substantially similar gfx to already
existing games but I can see that 3D logic would get siginificant.
However, I can also expect 2D game logic can be significant when you go as
far as covering all 4 quadrants and detail sector.
Imagine a really nifty full-fledge Star Trek universe game. Sorry, this
would be too daunting for a beginner! Maybe even for a more experienced
programmer. It just might be interesting!
"Payton Byrd" <plbyrd@xxxxxxxxxxxxxxxxxxxxx> wrote in message
news:RfeYh.15449$Pq5.12091@xxxxxxxxxxxxxxxxxxxxxxxxx
"personable85" <personable85@xxxxxxxxxxx> wrote in message
news:1177643426.968654.18230@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
I thought I'd give you guys another formula. This one is from the
Atari version of North Atlantic Convoy Raider. I am also working on
this program as well as Super Star Trek. The purpose of this formula
is to calculate ship positions on the open ocean.
800 B8=S2*SIN(A(K)):B9=S2*COS(A(K)):X(K)=X(K)-B8*T3*1.8E-04:Y(K)=Y(K)-
B9*T3*1.8E-04:F(K)=F(K)-T3/1440
Yes, I admit, the math is straight forward enough. What I need is for
someone to explain to me what the formula is doing. What is the
purpose of SIN and COS. What information are they bringing to the
formula and why?
You really should do some reading on Trigonometry to answer these questions
and gain the understanding. In all seriousness, just Google "trigonometry"
and I'm sure the first few results will be more than enough information.
The reason this is so important is that SIN and COS are trigonometric
functions of angles and ships moving at sea are essentially traveling in
constant curves and these functions are probably used to calculate what
angle the ship is now pointing relative to the line which is most
perpendicular to the curve.
The important thing here is that you are modeling motion, the fundamentals
of which are based in Trigonometry. If you want to get fancy and also
calculate acceleration and deceleration, you need to also understand some
Calculus and be able to perform derivatives of the function that represents
the current relative speed of the object in motion.
.
- References:
- A question for Programmers...
- From: personable85
- Re: A question for Programmers...
- From: vic20owner
- Re: A question for Programmers...
- From: Rick Balkins
- Re: A question for Programmers...
- From: John
- Re: A question for Programmers...
- From: Rick Balkins
- Re: A question for Programmers...
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- Re: A question for Programmers...
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- Re: A question for Programmers...
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