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By Rory Peers and oliver kerr

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1 By Rory Peers and oliver kerr
Maths in Game design By Rory Peers and oliver kerr

2 Contents 1. Intro 2. Co-ordinates 3. Powers 4.Algebra and variables
5. code in general

3 Introduction Game design, and coding in general, use a HUGE amount of maths, from basic websites to complex GUIs (Graphical User Interfaces) all use code to work. Code is a lot of powers, co-ordinates and algebra along with other areas of mathematics Computing couldn’t have existed without maths and maths has massively improved with calculators, websites and other tools to aid the budding and

4 Co-ordinates c.move(ITem, MID_X, MID_Y)
This is the code to position ‘Item’ in the centre of the screen It’s a four quadrant grid making that (0,0) this CODE CAN BE ALTERED TO SEND ‘Item’ anywhere on the screen Most modern games use 3d co-ordinates which are very complex to work with.

5 Powers This more applies to code in general, but inputs are powers of 2 like 256, 512 and 1024 These are used in the ASCII method of denoting different symbols like is del and 69 is e The larger power the computer can handle, the more complex its text can be

6 ALGEBRA AND VARIABLES algebra is incredibly useful for advanced code and large strings by allowing you to save a certain portion of code or an operation for re-use somewhere else in the code Variables allow true randomness in games by allowing different actions/events for different numbers generated or an action to be saved and affect a later choice or event in the story for example: Mass effect or telltale games

7 Code IN GENERAL Code is, at it’s most basic form, 0 AND 1,
MATHS HAS TOOK LEAPS AND BOUNDS AFTER THE COMPUTER REVOLUTION AND THE subsequent silicon sub-revolution Boolean is named after a British mathematician named George Boole who made logic gates possible. Boolean logic deals with values that can only be true or false

8 Thank you for watching our presentation
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