Category: Uncategorized

  • Math Blog This week within Game Development I had to implement crouching down into our game, and leaned on boolean algebra (Standard: Algebra and Functions) to be able to signal when to move the camera down, along with signal to the enemy AI that the player cannot be detected unless there is direct line of…

  • 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…

  • Math Blog This week, within game development, the game jam was extended. Due to this, this week I pivoted back to coding to be able to make as much progress on the code for the project as possible.My main goal for the week was to get the UI and code for each stage working and…

  • Math Blog This week in game development, it was another game jam, and as such, I had to design a new game. To do so, I had to use algebraic functions to determine the minimum required score that the player needs to reach in order to progress within the game. The function that determines the…

  • Math Blog This week in game design, I had to rely heavily on Boolean algebra and have a deep understanding of Boolean algebra to refactor code that allows the player to attack with their main-hand weapon from 4400 characters of code, down to 2200 while still keeping full functionality. The code snippet below shows two…

  • Math blog This week, in order to fix bugs related to the stake gun secondary weapon, flintlock secondary animation, along with certain animations, I had to use vector mathematics, along with boolean algebra. When fixing the stake gun and flintlock, I had to change the impulse applied to the projectiles to prevent them from colliding…

  • Math Blog This week, it was essential to use both boolean algebra, algebraic functions, along with geometry to improve and polish the animation system. This involved creating complex algebraic equations/functions and boolean expressions to allow animations to flow together more smoothly than before, along with more accurate detection of when to actually trigger each animation.…

  • Math Blog This week I had finally got the animation system to start to work, which required an in-depth understanding of boolean algebra and logic. I had gotten the system to work by intertwining different variables within a script (Variables such as whether a player is running, the velocity of the player, which swing within…

  • Math Blog This week I had created quite a few temporary animations during the timecrunch for when we thought open house would be for the dagger weapon, which required an understanding of basic geometry principals. (image of the animations soon i promise) Along with this, I have continued to work on the final animation system…

  • Math Blog This week I had used boolean algebra to (attempt to) create a complex and in-depth animation system for the main weapons the player will use. This involves creating a boolean expression for each and every possible transition between each animation (as shown in the image below). Using vector quantities was also essential to…