I am good at math

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33 comments, last by Micromania 21 years, 3 months ago
dude....ever wondered how to apply natural world physics without decent maths?
how do propose you would emulate ocean waves (not just texture rolling) or the physics of a car suspension...

hmm how about any natural event emulated within a 3d environment?

and having said that, you reckon the top games coders would ever bother using the cout and cin functions?

Micromania, your post is rather stupid.

do you honestly think that maths functions are not supported in one of the biggest programming languages out there in the world?

anyway, just my thoughts

read a programming tutorial.
and dont stop, the first lesson is probably one of 1000+ you will read.
PS: the other 999+ tutorials are not covered in the first "hello world" tutorial.
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someone close this thread please... i can''t believe how much tension it has caused.... still pisses me off!

-Lewis [m80]
Play QUADz MX @
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Lewis [m80]Interactive Designerhttp://ismstudios.com
I doubt anyone is really interested but here''s some algorithms for squareroots.

http://www.azillionmonkeys.com/qed/sqroot.html
What I don''t understand is why it takes several pages to answer such a simple, albeit sophomoric, question.
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I now that the math here should be applyd to game development sorry for that

Here in Holland we have a course that is called Math B2. You also have B1 but B2 is going about proving things. In the first chapter you have 70 assignments and the only thing you do there is setting up a proove for things which have been prooved long ago..

But there is something I learn from it. You understand exactly why something is the way it is. Everyone here can use Pythagoras but do you understand why it is? I think if you get the bottom of something you now exactly in which situations you can use it and adapt it to your needs..

And you learn a certain why of logic thinking. What do I have th prove? What do I know? What can I use? So how to do it?

Such a way of thinking is important for an gamedeveloper.

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