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  #21 (permalink)  
Old 08-06-2007, 08:41
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I know that we both live in the U.S cause you stated so earlier.
And I also know that the time between certain states isn't extra far...
Like California is approx. 3 hours behind Texas....
When Algebra 2 and pre calc begin to actually help....Yay, glad I'm good at that, now I can do Lua stuff with it...I think.... :-? [addsig]
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Old 08-06-2007, 16:50
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oh! just making sure.[addsig]
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  #23 (permalink)  
Old 08-06-2007, 17:03
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Awesome job Skull. this is really nice for beginner programmers and mathematicians. now lets see some of you make some homebrew.

and for the record we learn BEMDAS in QC too.
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Old 08-07-2007, 09:12
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I wish I could start this, but I'm waiting for a laptop.[addsig]
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Old 08-07-2007, 18:46
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I updated this tutorial to include the trigonometry functions. I will include some examples of how to use the functions soon.[addsig]
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Old 08-08-2007, 04:26
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Probably I should study math here for now on.[addsig]
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Old 08-08-2007, 05:37
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Quote:
Originally Posted by thaiboy
I know that we both live in the U.S cause you stated so earlier.
And I also know that the time between certain states isn't extra far...
Like California is approx. 3 hours behind Texas....
When Algebra 2 and pre calc begin to actually help....Yay, glad I'm good at that, now I can do Lua stuff with it...I think.... :-?
If you want to create homebrew then Algebra will help you with understanding how variables will affect your code. If I time I might post an application of such knowledge. Basically if you have knowledge of algebra you will be able to rearrange an equation helping you find other variables based off the information you have. Algebra doesn't help that much though, I would say order of operations and knowledge of trigonometry will help you the most. You should also know how to problem solve, as this will help you find bugs in your code. I can't think of an example of how calculus will help you program but it will help you understand math, which in turn helps you program.

You will likely use a lot of the skills and material you learn in math classes when you are programming, especially if you want to create games. When creating a game you will likely have to calculate coordinates and directions for your characters to take, this can be done by studying math. Learning how to use math will help you in the long run, so if you are learning how to program I would suggest that you also study math.[addsig]
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  #28 (permalink)  
Old 08-08-2007, 20:41
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hey super skull can u help me on my latest project?[addsig]
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  #29 (permalink)  
Old 08-09-2007, 00:01
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When you generate a random number, the actual numbers generated are psuedo-random numbers, meaning the same numbers will come out of the function, based on the seed (which is default 0). By using Math.randomseed(), you change the seed to get a different set of random numbers. For true random numbers, you should use the code:

[code=lua]Math.randomseed(os.time())[/code][addsig]
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  #30 (permalink)  
Old 08-09-2007, 02:07
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Quote:
Originally Posted by pspwner
When you generate a random number, the actual numbers generated are psuedo-random numbers, meaning the same numbers will come out of the function, based on the seed (which is default 0). By using Math.randomseed(), you change the seed to get a different set of random numbers. For true random numbers, you should use the code:

[code=lua]Math.randomseed(os.time())[/code]
What will passing the [code=lua]os.time()[/code] method to the random number generator function do that is different from passing it a 0 value?

correct me if I am wrong please, but:
If I had to guess I would say that because the time stamp in the OS (which I am assuming os.Time() returns...) is incremental, rather than 0, you will create true random numbers, with a constantly changing seed?? but this leaves me thinking, since the time increments are not random, then there is an ordering to the seed being passed into the function, so wouldn't this then put you in the same situation as passing 0 as the seed every time?[addsig]
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