One of the objectives of the game we’re designing is to include maths and to show how we’re including maths. To be able to do that, we obviously have to understand maths…which is something I don’t. I never have. I know how much change I have in my pocket and that suits me fine. Its all I’ve ever needed to know.

Until we had the maths bomb drop on us earlier. Not only do I need to know the basic stuff, I also need to be aware of;

- Discrete & continuous numbers
- Trigonometry
- Rational & irrational numbers
- Pythagoras
- Vector Maths
- Dot product (scalar product)
- Cross product (vector product)
- Probability & randomness
- Mean, median, mode & range (for averages)
- Standard, deviation & variance

I’ve heard of around half of those.

So to help, we’ve been tasked to research them over the next few weeks. Nothing in depth, just glossing over them to show what they are since (we’re told) Unity will do the leg work.

This week its Trigonometry and not on the list, Class Diagrams.

**Trigonometry** – Trigonometry can be used to calculate the lengths of sides and sizes of angles in right-angled triangles. It is made up of three formulae: sin, cos, tan

The sides of the right-angled triangles are given special names: the hypotenuse, the opposite and the adjacent.The hypotenuse is the longest side and is always opposite the right angle. The opposite and adjacent sides relate to the angle under consideration.

**Activity Diagram** – Activity diagrams are an important diagram in UML (Unified Modelling Language) to describe dynamic aspects of the system. Activity diagram is basically a flow chart to represent the flow form one activity to another activity. The activity can be described as an operation of the system.

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