[HN Gopher] A Bestiary of Functions for Systems Designers
___________________________________________________________________
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
___________________________________________________________________
(page generated 2021-08-04 23:01 UTC)