Rahsennor wrote:
rainwarrior wrote:
That author is pretty good at burying a useful tip in rhetoric that makes makes me not want to read it at all. (And completely ignores some reasons/situations where it might be completely appropriate to use Euler integration as well.)
I had a much better link bookmarked but it's 404 now. Verlet integration is still the most complex math I've used in actual game code, though, which was the point I was trying to make.
Ah I think half the content in the article is really good, especially the diagrams, and I think the concept is explained well. It's just that the other half is extremely and pointlessly arrogant, and wrongly positions Euler as invalid/obsolete, which it really isn't.
e.g. in NES development, it's
probably a good tradeoff of accuracy vs CPU usage to stick with regular Euler integration in most cases. (...and if you've got CPU to spare, RK4 might be more applicable too? This Verlet method is a middle ground, between "fast" and "accurate".)
Anyhow, sorry for the off topic critique of that article.
Oziphantom wrote:
If you want a smaller target set, taking what rainwarrior said, I would put Boolean Algebra and Linear Algebra as the "must" haves, and then the others are "as needed".
I'd say for 3D graphics and animation, Calculus and Linear Algebra are a must. If you were making a turn based RPG, may Stats and Probability would be the most important one on my list. It depends what kinda stuff you want to do, but I tried to give a brief description of how each is used... kinda difficult to go into everything (and BTW, I think Calculus is still fairly useful in an NES/2D context too).