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The amount of math you should know to create for mugen (Read 5831 times)

Started by Speedy9199, October 16, 2014, 06:02:47 pm
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What level of math should you know?

Algebra 1
12 (38.7%)
Algebra 2
7 (22.6%)
Trigonometry
7 (22.6%)
Calculus 1
1 (3.2%)
Calculus 2 or higher
4 (12.9%)

Total Members Voted: 31

The amount of math you should know to create for mugen
#1  October 16, 2014, 06:02:47 pm
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I just what to get the opinion of people who code for mugen. What is the bare minimum of math a person should know to create for mugen? I know the more math the better but I am talking about only the bare minimum. In my opinion the bare minimum is trigonometry. I have found that this type of math works very well for mugen, because of PI, sin, cos, and tan. On sometimes rare occasions I have found that you might need to know basic calculus about limits, but it doesn't seem fully required to know that type of math. On even rarer or more difficult occasions you might need to know basic physics. I want your opinions.
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Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: The amount of math you should know to create for mugen
#2  October 16, 2014, 06:16:43 pm
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bare minimum is algebra 1, there are other ways to do teh stuff that requires trigonometry; tho I know that calcules 2 has been used in mugen, especially when your port stuff from "complex" games.
Re: The amount of math you should know to create for mugen
#3  October 16, 2014, 06:40:57 pm
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bare minimum is algebra 1, there are other ways to do teh stuff that requires trigonometry; tho I know that calcules 2 has been used in mugen, especially when your port stuff from "complex" games.

But there are somethings in math you just can't get around or if you can it wouldn't be as good. For example in trigonometry sin(1X + Y) which creates a wavy line for movement or things like that. Algebra can't really do that unless you can make something move in a way that uses absolute value, which is not the same or as good in most cases.
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Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: The amount of math you should know to create for mugen
#4  October 16, 2014, 06:49:56 pm
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You guys should put in a basic option, like 2+2 is 4, for us knuckleheads like myself. I know basic algebra and common math. Does this mean I'm fucked when I'll ultimately sit with coding??

If so, Kahn Academy will be my best friend. :doom:
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Re: The amount of math you should know to create for mugen
#5  October 16, 2014, 06:51:24 pm
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Well, I would agree with you that Trigonometry is probably the most useful and should be the bare minimum, but I don't think it is. One could create a character without using any at all. You could replicate the sine curve with VelAdds and the appropriate triggers. Of course the sine curve will be more effective, but it could still be done.

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Re: The amount of math you should know to create for mugen
#6  October 16, 2014, 07:03:48 pm
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What exactly counts as algebra 1 and 2? :P

Like what Alexei said, I believe a basic knowledge of trigonometry would be greatly helpful for coding, but at the same time, I don't think it's exactly required.

If anything, I think the coder should probably need to have a basic understanding of Kinematics Physics.
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What did it think . . .
What did it do . . .
Re: The amount of math you should know to create for mugen
#7  October 16, 2014, 07:10:24 pm
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If anything, I think the coder should probably need to have a basic understanding of Kinematics Physics.
More importantly, a basic understanding of code would be the most helpful. While real code doesn't actually have "States" and whatnot, the triggers in CNS come as close to "if-statements" as they're going to get. "ifelse" is very much like an inline conditional statement. There are other similarities too, especially with variables, as I see a lot of users who don't both to use them because they are either confused or don't want to bother. In leu of the topic though, I guess that's all to be assumed that you've gotten so far and are requiring a certain level of math.

You guys should put in a basic option, like 2+2 is 4, for us knuckleheads like myself. I know basic algebra and common math. Does this mean I'm fucked when I'll ultimately sit with coding??

If so, Kahn Academy will be my best friend. :doom:
Nah, you could definitely do something coding wise. CNS is not nearly as complicated as people make it out to be. MUGEN has bugs that annoy you, yes, but in terms of complexity and the necessities for math, you'd do just fine. :D

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Re: The amount of math you should know to create for mugen
#8  October 16, 2014, 07:15:12 pm
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You hardly need math to code something in mugen, you'd be surprised at the things you can do with multiplication and division.
Re: The amount of math you should know to create for mugen
#9  October 16, 2014, 07:34:38 pm
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Yes, you could do basic stuff with simple math, but...

Algebra helped me in some situations to elaborate a problem in a structured way. I remember having to bring down a piece of paper to write some equations in order to correctly code the zoom sctrls I have in my pocket style characters.

Physics (Classical Mechanics/Newtonian Physics) is almost a must to calculate velocities, acceleration and stuff. I normally used that when trying to do accurate conversions (when they are not from SF2, mind it :P). Calculus (derivates, mostly) is implied here, but you don't really need it... but I used it in some PalFX for Protoman because I knew how the Sin() function worked.

Trigonometry has been really useful for me when dealing with rotation and projectiles. My first character had a misille attack you could control by rotating it and knowing triangles and stuff helps.
Re: The amount of math you should know to create for mugen
#10  October 16, 2014, 07:40:08 pm
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If anything, I think the coder should probably need to have a basic understanding of Kinematics Physics.
More importantly, a basic understanding of code would be the most helpful. While real code doesn't actually have "States" and whatnot, the triggers in CNS come as close to "if-statements" as they're going to get. "ifelse" is very much like an inline conditional statement. There are other similarities too, especially with variables, as I see a lot of users who don't both to use them because they are either confused or don't want to bother.
I totally see what you mean with triggers being like "if-statements".  When I started to learn about "if-statements" in actual coding, I was like, "Huh, this is kinda like Mugen's triggers."
When I think about it, anytime you use a sctrl, you are essentially calling a function with the arguments being the sctrl's parameters.  And the sctrl's type would be the function's name.

I can't say how much prior coding knowledge is needed for Mugen, but personally, I went in Mugen's coding with only a basic knowledge of screen coordinates and ended up having learnt most of my early coding knowledge from Mugen. :P
Quote
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What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: The amount of math you should know to create for mugen
#11  October 16, 2014, 07:48:14 pm
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Reading all this stuff makes me want to return to coding right now...
Re: The amount of math you should know to create for mugen
#12  October 16, 2014, 07:57:20 pm
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I totally see what you mean with triggers being like "if-statements".  When I started to learn about "if-statements" in actual coding, I was like, "Huh, this is kinda like Mugen's triggers."
When I think about it, anytime you use a sctrl, you are essentially calling a function with the arguments being the sctrl's parameters.  And the sctrl's type would be the function's name.

I can't say how much prior coding knowledge is needed for Mugen, but personally, I went in Mugen's coding with only a basic knowledge of screen coordinates and ended up having learnt most of my early coding knowledge from Mugen. :P
Yeah, you're exactly right. :) For me, it's kind of the reverse. I started mugen about 6 or 7 years ago (maybe more) and was awful and didn't know math or programming. Eventually I quit, but after learning some programming and having practical usage, I came back to mugen and the math and programming skills I've acquired really seemed to help out. Even to this day, I'm still learning new things. :P

Reading all this stuff makes me want to return to coding right now...
Dooooo it! XD

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Re: The amount of math you should know to create for mugen
#13  October 16, 2014, 08:02:33 pm
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calling mugen script code is kinda offensive, lol.
Re: The amount of math you should know to create for mugen
#14  October 16, 2014, 08:23:45 pm
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I suck at maths and I can code for mugen, I don't think you need much math for MUGEN, especially since coding for an engine is suppose to make things easier
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Re: The amount of math you should know to create for mugen
#15  October 16, 2014, 08:49:54 pm
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lol u gonna need math it soon when u messed up something
Re: The amount of math you should know to create for mugen
#16  October 16, 2014, 08:55:09 pm
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Re: The amount of math you should know to create for mugen
#17  October 16, 2014, 09:54:14 pm
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I suck at math. You really only need basic algebra for most things. Ive never even seen a trig book tbh. Im an idiot so if I can do this, anyone can

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Re: The amount of math you should know to create for mugen
#18  October 16, 2014, 11:38:04 pm
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Luckily there is no secrets in math. You can easily look up anything you would want/need and learn how to do it.

Unless you have no knowledge at all in math I would say you are good to go. ;)

Re: The amount of math you should know to create for mugen
#19  October 16, 2014, 11:57:16 pm
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A problem of not knowing higher level math is that you can only think of doing things of only what you know. Let me explain, if you only know algebra you would most likely NEVER have to or need to or even think of coding something that requires perfect circle rotation calculations which requires trigonometry. Simply because you do not know anything about it and it would not cross your mind to give your character something like that. If you know how a circle worked then you would be able to code it, giving you more options and abilities to give your character. In other words: A mugen character creator only knowing algebra = a character that has no relation to any circles, and if it does it probably is no where close to perfect.

Also I am aware that there are not many circle calculations in mugen characters but it IS possible using angle draw  which I have done before. and by the way it was mostly an example but hopefully you guys get the point.

Also if someone was able to make a calculation like this of what I said, I would like to see.
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Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: The amount of math you should know to create for mugen
#20  October 17, 2014, 12:09:54 am
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You need math to make stuff for Mugen? Oh, wow...
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