[HN Gopher] A Bestiary of Functions for Systems Designers
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       A Bestiary of Functions for Systems Designers
        
       Author : polm23
       Score  : 100 points
       Date   : 2021-08-03 06:03 UTC (1 days ago)
        
 (HTM) web link (brunodias.dev)
 (TXT) w3m dump (brunodias.dev)
        
       | jameshart wrote:
       | While it is definitely useful to have some of this background,
       | and sometimes to get particular mathematical or physical
       | simulation properties for a system you actually do need to pick
       | these things carefully, in practice, to make gameplay
       | configurable and tweakable it's often better to eschew the purity
       | of mathematical functions and just use a configurable model
       | instead. Unity for example has an object called an
       | 'AnimationCurve' which can be used to make relationships between
       | properties in a game highly configurable. Want to flatten the
       | damage curve for a particular weapon to balance it out against a
       | certain kind of armor? Don't struggle to adjust parameters for
       | your logistic sigmoid to get it to behave, just add a point to
       | the curve in the editor and drag it.
        
       | jayd16 wrote:
       | _Mathematical_ functions for _Game_ Systems Designers. Not what I
       | expected from the title.
        
         | lmarcos wrote:
         | I'm curious, what did you expect from the title?
        
           | jhgb wrote:
           | Not jayd16 but I expected a design-patterns-like
           | classification of programming language functions.
        
           | marcosdumay wrote:
           | Well, adding at least the "game" word would improve it.
        
           | oh_sigh wrote:
           | I assumed it was going to be about systems programming:
           | https://en.wikipedia.org/wiki/Systems_programming
        
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       (page generated 2021-08-04 23:01 UTC)