The Importance of Math and Science in N
Posted: 2009.02.16 (07:17)
Velocity
Now for a ninja to free fall full screen, it takes 96 frames. Considering that is approximately 23 squares, it is an average speed of 2.40 sq/frame. Remember that as the pull of gravity is constant, whether the ninja falls at an angle or straight down, it will pull at the same speed (there is no air resistance in N) The acceleration of a falling N is shown here:
Note: When running, the Ninja achieves maximum velocity at approximately 52 frames, or after approximately 7 squares of movement. If we consider a square as approximately 6 feet (according to the ninja's size) then that is after 42 feet, much less space then an actual athlete takes to achieve maximum velocity (aprox. 40 yards).
When falling, the Ninja achieves max velocity at 46 frames.
The farthest a ninja can free fall horizontally is across 13.5 squares
A launchpad meanwhile propels the ninja from 0/0 to 11sq/47 frames, for an acceleration of 0.23sq/frame
Now, when moving horizontally across a surface, N takes exactly 168 frames, and since it is 31 squares across, that is a rate of approximately 0.184 sq/frame, significantly slower. Here are the rates of enemies:
Frame By Frame: A Lifetime
A Ninja's lifespan is 90 seconds. At 40 frames per second, that is 3600 frames to a lifetime. A lot of maneuvering eh?
Well when put into perspective, one could fall more than 37 times, or run back and forth almost 22 times.
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Enemy's Speed
Vertical:
-Thwump (attacking): 127
-Thwump (returning): 315
-Attacking/Returning Ratio: approx. 1/2.5frames
-Laser Drone: 1238
-Chaingun Drone: 836
-Zap Drone: 312
-Seeker Drone: 144
-Seeker/Zap/Chaingun/Laser Ratio: approx. 1/1.48/3.97/8.6 respectively
-Rocket: 170
Horizontal:
-Floorguard: 138
-Thwump (attacking): 172
-Twhump (returning): 425
-Attacking/Returning Ratio: approx. 1/2.5frames
-Laser Drone: 1669
-Chaingun Drone: 1127
-Zap Drone: 421
-Seeker Drone: 194
-Seeker/Zap/Chaingun/Laser Ratio: approx. 1/1.48/3.97/8.6 respectively
-Rocket: 229
Now speeds come out like such, in squares/frame:
-N (falling): 0.240
-N (running): 0.184
-N (terminal falling): 0.340
-N (terminal running): 0.267
-Thwump (attacking): 0.181
-Thwump (returning): 0.073
-Laser Drone: 0.019
-Chaingun Drone: 0.028
-Zap Drone: 0.074
-Seeker Drone: 0.159
-Rocket: 0.135
-Floorguard: 0.225
In summary, enemy speeds are summed up in this order
N (terminal falling)>N (running terminal)>N (falling)>Floorguard>N (running)>Thwump (attacking)>Rocket>Seeker Drone>Zap Drone>Thwump (returning)>Chaingun Drone>Laser Drone
Basically, N can outrun zap drones, returning thwumps, chainguns and lasers. He is approximately the same speed as an attacking thump, but only if they both start at 0 sq/f. If the ninja has even a 1 frame running start, he will break ahead at the very end having achieved his terminal velocity more quickly.
N can outfall anything, unless you count NReality's wall floorguards, which I won't cover. Note that following gravitational acceleration, N accelerates as the map goes on, then hits terminal velocity. This is observed when the attacking thwump is in the lead for the majority of a free fall, until N accelerates and passes the thwump, which has a constant velocity. N however is constantly accelerating until terminal velocity...and is the only object in the game to do so, breaking the laws of physics.
____________________________________________________________________________________________
A gauss' aim and frequency algorithm is a gaussian curve (a bell curve) named after Carl Freiderich Gauss.
Shown with the equation
f(x)=ae-[(x-b^2)/2c^2]
See the attached picture for a visual aid of both velocity and gauss
_________________________________________________________________________________________________________
Momentum
Momentum is crucial for N. Without it, he couldn't jump, or slide. But what constitutes momentum?
A simple formula: mass*velocity=momentum
Now as N's mass is a constant, the only variable to change momentum is N's velocity. The faster N is going, the farther he is propelled. For example, when sprinting down 2-sloped tiles and then jumping off a cliff, N will be propelled farther than if simply running. This is the basic principle that causes N to go so far when propelled by a thwump cannon-it adds velocity which adds momentum, allowing N to go farther.
Momentum is also commonly needed to get through small gaps. The same principle applies, that N's velocity is greater when in free fall (see section on gravity acceleration in 'Velocity'), and so he can have greater momentum to get through the small cracks.
_____________________________________________________________________________________________________________________
Slope
This is one of the more obvious lessons. Here is a list of tiles slopes, of QWAS respectively:
1:
x=y
-x=y
-x=y
x=y
2:
2x=y
-2x=y
-2x=y
2x=y
3:
1/2x=y
-1/2x=y
-1/x=y
1/2x=y
4:
y= -sqrt(-x^2 + 1) for 0 < x < 1
y= -sqrt(-x^2 + 1) for -1 < x < 0
y=sqrt(-x^2 + 1) for 0 < x < 1
y=sqrt(-x^2 + 1) for -1 < x < 0
5:
Undefined
Zero
Undefined
Zero
6:
2x=y
-2x=y
-2x=y
2x=y
7:
1/2x=y
-1/2x=y
-1/x=y
1/2x=y
8:
y=sqrt(-x^2 + 1) for -1 < x < 0
y=sqrt(-x^2 + 1) for 0 < x < 1
y= -sqrt(-x^2 + 1) for -1 < x < 0
y= -sqrt(-x^2 + 1) for 0 < x < 1
E: x=0 or y=0
D: --
Speed per tiles (no propulsion) while falling:
1: 0.073
2: 0.152
3: 0.034
4: --
5: 0
6: 0.152
7: 0.034
8: --
E: 0
D: 0.240
Size
If the N game was in actual realistic terms, the ninja would be 5'8" tall. This would imply the tiles size would be 6 feet, meaning the dimensions of the game in feet is 144x186 feet or 26874 square feet.
Now for a ninja to free fall full screen, it takes 96 frames. Considering that is approximately 23 squares, it is an average speed of 2.40 sq/frame. Remember that as the pull of gravity is constant, whether the ninja falls at an angle or straight down, it will pull at the same speed (there is no air resistance in N) The acceleration of a falling N is shown here:
Note: When running, the Ninja achieves maximum velocity at approximately 52 frames, or after approximately 7 squares of movement. If we consider a square as approximately 6 feet (according to the ninja's size) then that is after 42 feet, much less space then an actual athlete takes to achieve maximum velocity (aprox. 40 yards).
When falling, the Ninja achieves max velocity at 46 frames.
The farthest a ninja can free fall horizontally is across 13.5 squares
A launchpad meanwhile propels the ninja from 0/0 to 11sq/47 frames, for an acceleration of 0.23sq/frame
Now, when moving horizontally across a surface, N takes exactly 168 frames, and since it is 31 squares across, that is a rate of approximately 0.184 sq/frame, significantly slower. Here are the rates of enemies:
Frame By Frame: A Lifetime
A Ninja's lifespan is 90 seconds. At 40 frames per second, that is 3600 frames to a lifetime. A lot of maneuvering eh?
Well when put into perspective, one could fall more than 37 times, or run back and forth almost 22 times.
___________________________________________________________________________________________________________________________
Enemy's Speed
Vertical:
-Thwump (attacking): 127
-Thwump (returning): 315
-Attacking/Returning Ratio: approx. 1/2.5frames
-Laser Drone: 1238
-Chaingun Drone: 836
-Zap Drone: 312
-Seeker Drone: 144
-Seeker/Zap/Chaingun/Laser Ratio: approx. 1/1.48/3.97/8.6 respectively
-Rocket: 170
Horizontal:
-Floorguard: 138
-Thwump (attacking): 172
-Twhump (returning): 425
-Attacking/Returning Ratio: approx. 1/2.5frames
-Laser Drone: 1669
-Chaingun Drone: 1127
-Zap Drone: 421
-Seeker Drone: 194
-Seeker/Zap/Chaingun/Laser Ratio: approx. 1/1.48/3.97/8.6 respectively
-Rocket: 229
Now speeds come out like such, in squares/frame:
-N (falling): 0.240
-N (running): 0.184
-N (terminal falling): 0.340
-N (terminal running): 0.267
-Thwump (attacking): 0.181
-Thwump (returning): 0.073
-Laser Drone: 0.019
-Chaingun Drone: 0.028
-Zap Drone: 0.074
-Seeker Drone: 0.159
-Rocket: 0.135
-Floorguard: 0.225
In summary, enemy speeds are summed up in this order
N (terminal falling)>N (running terminal)>N (falling)>Floorguard>N (running)>Thwump (attacking)>Rocket>Seeker Drone>Zap Drone>Thwump (returning)>Chaingun Drone>Laser Drone
Basically, N can outrun zap drones, returning thwumps, chainguns and lasers. He is approximately the same speed as an attacking thump, but only if they both start at 0 sq/f. If the ninja has even a 1 frame running start, he will break ahead at the very end having achieved his terminal velocity more quickly.
N can outfall anything, unless you count NReality's wall floorguards, which I won't cover. Note that following gravitational acceleration, N accelerates as the map goes on, then hits terminal velocity. This is observed when the attacking thwump is in the lead for the majority of a free fall, until N accelerates and passes the thwump, which has a constant velocity. N however is constantly accelerating until terminal velocity...and is the only object in the game to do so, breaking the laws of physics.
____________________________________________________________________________________________
A gauss' aim and frequency algorithm is a gaussian curve (a bell curve) named after Carl Freiderich Gauss.
Shown with the equation
f(x)=ae-[(x-b^2)/2c^2]
See the attached picture for a visual aid of both velocity and gauss
_________________________________________________________________________________________________________
Momentum
Momentum is crucial for N. Without it, he couldn't jump, or slide. But what constitutes momentum?
A simple formula: mass*velocity=momentum
Now as N's mass is a constant, the only variable to change momentum is N's velocity. The faster N is going, the farther he is propelled. For example, when sprinting down 2-sloped tiles and then jumping off a cliff, N will be propelled farther than if simply running. This is the basic principle that causes N to go so far when propelled by a thwump cannon-it adds velocity which adds momentum, allowing N to go farther.
Momentum is also commonly needed to get through small gaps. The same principle applies, that N's velocity is greater when in free fall (see section on gravity acceleration in 'Velocity'), and so he can have greater momentum to get through the small cracks.
_____________________________________________________________________________________________________________________
Slope
This is one of the more obvious lessons. Here is a list of tiles slopes, of QWAS respectively:
1:
x=y
-x=y
-x=y
x=y
2:
2x=y
-2x=y
-2x=y
2x=y
3:
1/2x=y
-1/2x=y
-1/x=y
1/2x=y
4:
y= -sqrt(-x^2 + 1) for 0 < x < 1
y= -sqrt(-x^2 + 1) for -1 < x < 0
y=sqrt(-x^2 + 1) for 0 < x < 1
y=sqrt(-x^2 + 1) for -1 < x < 0
5:
Undefined
Zero
Undefined
Zero
6:
2x=y
-2x=y
-2x=y
2x=y
7:
1/2x=y
-1/2x=y
-1/x=y
1/2x=y
8:
y=sqrt(-x^2 + 1) for -1 < x < 0
y=sqrt(-x^2 + 1) for 0 < x < 1
y= -sqrt(-x^2 + 1) for -1 < x < 0
y= -sqrt(-x^2 + 1) for 0 < x < 1
E: x=0 or y=0
D: --
Speed per tiles (no propulsion) while falling:
1: 0.073
2: 0.152
3: 0.034
4: --
5: 0
6: 0.152
7: 0.034
8: --
E: 0
D: 0.240
Size
If the N game was in actual realistic terms, the ninja would be 5'8" tall. This would imply the tiles size would be 6 feet, meaning the dimensions of the game in feet is 144x186 feet or 26874 square feet.