Math Blog

This week, within Game Development, we were back to our normal, yearlong projects. In my case, this meant adding brand-new secondary weapons into the game.
Since I have not refactored the blocking code just yet, I haven’t been able to add the shield, but I was able to add the tomahawks and throwing knives to the game. To do so, I had to have a deep understanding of vector mathematics (Standard: Number and Quantity). When implementing them, I had to have a different approach to coding their movement and physics, as the tomahawks and throwing knives have a much slower velocity compared to the previous projectile weapons; therefore, I focused on making the initial impulse as well timed as possible, along with at just the right angle and velocity to look consistent, and “good”. Along with using vector mathematics, I had to use a deep understanding of 3D Geometry (Standard: Geometric relationships), especially for the tomahawk, as the tomahawk is intended to spin within the air after thrown. To add this intended spinning effect, I had to understand the direction to rotate the tomahawk scene, after thrown, at what intervals to rotate it, and make sure that the animation was mostly faithful to the hitbox of the tomahawk.

Posted in

Leave a comment