Finding a Function of X to Satisfy Certain Conditions

  • Context: Undergrad 
  • Thread starter Thread starter WhyIsItSo
  • Start date Start date
  • Tags Tags
    Conditions Function
Click For Summary
SUMMARY

The discussion centers on finding a mathematical function of x that satisfies specific conditions for a game design scenario, particularly for modeling energy requirements in a MMOG. The proposed function is defined as f(x) = 0 for x ≤ 0.3, f(x) = x for 0.3 < x ≤ 0.8, and f(x) = A*(x-0.8)/(1-x) for x > 0.8, where A is a large constant. The user aims to create a sharply rising curve to represent energy requirements approaching infinity as x approaches 1, similar to the Warp speed concept in Star Trek.

PREREQUISITES
  • Understanding of mathematical functions and their properties
  • Familiarity with polynomial and exponential functions
  • Basic knowledge of game design principles
  • Concepts of energy requirements in physics, particularly in relation to speed
NEXT STEPS
  • Research mathematical modeling techniques for game mechanics
  • Explore the implications of exponential growth in energy requirements
  • Study the physics of Faster-Than-Light travel in science fiction
  • Learn about curve fitting and interpolation methods in mathematics
USEFUL FOR

Game developers, mathematicians, and anyone interested in designing realistic energy systems for science fiction environments, particularly in MMOGs.

WhyIsItSo
Messages
185
Reaction score
1
This should be a dead simple answer, but I don't know what this is called, or what to search on...

I need a function of x such that:

0 <= x <= 1

Where f(0) = 0, and f(1) = infinity.

I also need the curve to be relatively flat for "lower numbers", say up to 0.3, and begin a very sharp curve towards infinity around 0.8 or so.

A direct answer would be fine, but references would be just as welcome; I don't mind reading, just don't know where to point my browser at this point.
 
Mathematics news on Phys.org
Well, I can make it exactly flat for you all the way up to 0.8:
For x less than 0.8, f(x)=0.
For x equal to or greater than 0.8, we let f(x)=A\frac{x-0.8}{1-x}, where A is a humungous number of your choice.
 
f(x) = 0 if x=0
if 0<x<=1, f(x)=1/(1-x)
 
f(x) = 0 if 0<=x<=0.3
f(x) = x if 0.3<x<=0.8
f(x) = (10000000000000000000000)!/(1-x) if 0.8<x
 
uman: your equation looks like a simple way to get what I needed.

arildno: Your example gets me started on ways to shape uman's examples to suit my needs.

Thank you both.
 
Out of curiosity, what do you need this for?
 
uman said:
Out of curiosity, what do you need this for?

I am building a MMOG. There are several applications for this equation, but the one in my mind at the time I made this request relates to "speed limits" for space vehicles in the game. While I am seeking a certain realism scientifically speaking, there are many reasons to depart from hard science; this is after all a science fiction product.

So, I wish to address energy requirements in some fashion for sub-light travel, as well as some formula for restricting Faster-Than-Light travel. Star Trek uses a Warp 10 limit as needing infinite energy. Successive Warp speeds are exponentially faster than preceding ones, with energy requirements rapidly climbing towards infinity as Warp 10 is approached.

I like the Star Trek approach, and want to base my "science" on that... but I needed a sharply rising exponent for my formula describing energy requirements from Warp 9 to Warp 10. I was not satisfied with that part in the Star Trek world.

I hope my reply doesn't disappoint you. It is a more or less trivial application
 
WhyIsItSo said:
So, I wish to address energy requirements in some fashion for sub-light travel, as well as some formula for restricting Faster-Than-Light travel. Star Trek uses a Warp 10 limit as needing infinite energy. Successive Warp speeds are exponentially faster than preceding ones, with energy requirements rapidly climbing towards infinity as Warp 10 is approached.

I worked on precisely the same problem as a freshman in high school. I had on more data point to fit, from some episode that gave the relative speeds of two high 'warp' numbers. Unfortunately my idea of a good model at the time was a modified polynomial fit, which is a bad way to do it.

My recommendation is to set warp 1 to 1, warp 9 to w (which is whatever you need for your gameplay to work), warp x for 1 < x < 9 to w^{(x-1)/8}, and warp x for 9 < x < 10 to w^{(10-x)^{-0.1}}. These are all in terms of the speed of light.
 
Last edited:

Similar threads

  • · Replies 6 ·
Replies
6
Views
2K
Replies
3
Views
2K
  • · Replies 2 ·
Replies
2
Views
1K
  • · Replies 51 ·
2
Replies
51
Views
4K
  • · Replies 0 ·
Replies
0
Views
562
  • · Replies 4 ·
Replies
4
Views
2K
Replies
3
Views
2K
  • · Replies 10 ·
Replies
10
Views
2K
  • · Replies 4 ·
Replies
4
Views
3K
Replies
14
Views
2K