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Old 08-01-12, 07:59 AM   #698
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by gap View Post
On a side note:
I see you like random variables as much as I do
I guess you're currently using pseudo-random numbers coming from an uniform distribution, since most programming languages got quick functions for generating them. Nevertheless normal distribution is by far the most common distribution as far as physics and natural events are concerned. Have you ever thought of using it?
There are some methods for converting "uniform" random numbers into "normal" ones. For example, here's a really easy method for doing it:

http://www.protonfish.com/random.shtml

In this example, the mean (Mu) would be the result of your formula before randomization, while you should choose wisely a realistic standard deviation value (Sigma) based on the amount of variation from the mean you want for the event you try to simulate.

Another conversion method, a bit more complex:

http://www.taygeta.com/random/gaussian.html
I'm using a kernel function that is present in the game to get the random number. I'll have to 'open up' this kernel function and see how it's getting the random number.

I'll post the zone (box) damage routine calculations when I get back from a job this morning
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