- #1
bischofftep
Hello, all:
I've just discovered this forum while on a quest to find some assistance with a development project I'm working on.
To start with, this is currently very much just a labor of love and a hobby, though I do have hopes that it might attract serious attention (i.e. make money).
I am developing a non-realtime, web-based, sci-fi, multiplayer game. The scope is rather immense, meaning that I hope to be able to provide a very comprehensive framework that then allows gameplay to be rich, realistic, and highly diverse. To do that I need a certain level of "actual math" in the inner workings of the system... and unfortunately math is NOT my strong suit. I know that I could find what I'm looking for with patient and diligent searching on this forum and others, but frankly I don't know enough about how to even describe what I want in meaningful terms to get much of anywhere. So, rather than pepper this board (and others) with tons of questions that have probably already been answered, I am hoping to find someone who has a little time to help me translate my problems into meaningful questions, from which we can derive actual mathematical and physics calculations that I can then code into the system.
The basics are spatial geometry (3D grid vs. polar coordinate systems), 3D vector math (including acceleration) and from there will probably move on to "nearest point" calculations and intersections of 3d geometry.
I appreciate any guidance, and thank you for your time!
-Doug Bischoff
I've just discovered this forum while on a quest to find some assistance with a development project I'm working on.
To start with, this is currently very much just a labor of love and a hobby, though I do have hopes that it might attract serious attention (i.e. make money).
I am developing a non-realtime, web-based, sci-fi, multiplayer game. The scope is rather immense, meaning that I hope to be able to provide a very comprehensive framework that then allows gameplay to be rich, realistic, and highly diverse. To do that I need a certain level of "actual math" in the inner workings of the system... and unfortunately math is NOT my strong suit. I know that I could find what I'm looking for with patient and diligent searching on this forum and others, but frankly I don't know enough about how to even describe what I want in meaningful terms to get much of anywhere. So, rather than pepper this board (and others) with tons of questions that have probably already been answered, I am hoping to find someone who has a little time to help me translate my problems into meaningful questions, from which we can derive actual mathematical and physics calculations that I can then code into the system.
The basics are spatial geometry (3D grid vs. polar coordinate systems), 3D vector math (including acceleration) and from there will probably move on to "nearest point" calculations and intersections of 3d geometry.
I appreciate any guidance, and thank you for your time!
-Doug Bischoff