Hi Cara,

Well put. The majority of programming is the logic behind how the
program will work and then coming up with a design, organizing the
code, so you get that functionality out of the game or program. Once a
developer  understands the logic and the concepts behind how a program
works they are better able to design them.

Also, as you pointed out, many languages come with math libraries for
doing thins like sines, cosines, tangents, arc tangents, square
routes, etc meaning that if a developer knows what they want to do the
math functions will do the heavy lifting for the game calculations. A
person may not have to be an expert at math as long as they know what
math functions are available to them and know how to use them.

Plus even if someone like Josh is terrible at math someone can write a
module which he can add to his project which does whatever math he
needs done behind the scenes. All hee needs to do then is to copy the
function into his project and use it.

For instance, the following function would calculate percentages and
could be added to any BGT project to calculate health or any other
percentage.

float GetPercentage(float current, float maximum)
{
    float percent = (current/maximum)*100;
    return percent;
}

In a case like that the developer doesn't have to know how the
function works. He or she just has to copy it into his/her project and
use it. The logic behind the math is already done for the person and
so there is always a way around the math if someone is really worried
about not being able to create a game based on their poor math skills.

Cheers!


On 2/27/14, Cara Quinn <[email protected]> wrote:
> Another consideration is that much of programming is logic and creativity.
>
> Math can come into this in the form of simpler work with variables as Thomas
> has said but important concepts are the logic of how a program will function
> and what you need to do creatively to make that happen. Once you learn the
> tools you are offered by a language, you can then use those tools in a
> creative way, putting them together in an order so that your program
> logically does what you would like it to do.
>
> Sometimes you may not need any math at all, depending of course, on what you
> are trying to do. In other words, you may find that the tools you need are
> already given to you in the language you are working with to save you doing
> the math yourself.
>
> A quick example of this is generating random numbers and testing them. Most
> languages have a function which already just gives you a random number for
> free. You can then use a skill you already have, to tell whether or not that
> number is less than or greater than another number so you can tell your
> program to do something randomly.
>
> Does that make sense?
>
> Thanks,
>
> Cara :)
> ---
> iOS design and development - LookTel.com
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara

---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to