Of course it is.
while( !game_over ) {
acc = force_from_environment() + force_from_player_input();
pos = pos + vel * timestep;
vel = vel + acc * timestep;
}
yn+1 = yn + hy'n
y'n+1 = y'n + hf(x,y,y')
Those are the exact same thing.
In a sense, yeah. In game dev any time you have an object moving with some speed and you have to update its position, you're basically doing an integral (numerically). That's because velocity is the derivative of position. Not quite the same as the exercises you've been doing though.
It's been insanely hectic, but fun. Meeting a new team of people and getting to know a new set of procedures is pretty intense as you can imagine. But I think the job is a good fit for me.
Okay, let's say we're making a simple space invaders game.
All types of object in the game- the player's spaceship, aliens, missiles fired by the player, and projectiles fired by the aliens- have a few properties in common. Things like its position on the screen , which sprite to use when...
Max takes a moment to look at the emitter-encrusted panel. After gazing at if for a few moments he looks thoughtful and- unusually for synth- distracted, as he wanders off to peek down the left-hand corridor. If there's nothing that needs immediate attention he will join Michael and Pharmon's...
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