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#1 2007-06-07 02:38:51

Sekky
Member
Registered: 2007-01-12
Posts: 181

Flashmatics for AS3.0

I wasn't sure if this should be posted here, but it is maths, and it is cool, and I'm dying to plug it, so here it is.

http://stylebucket.co.uk/index.php?sect … lashmatics

This is a fairly ambitious project I've started called Flashmatics, which will hopefully someday be a decent build of compatible classes for more complex mathematics in AS3.0 for Flash CS3 and Flex. Basically, I lose interest in building games when I'm redoing the same old linear algebra math and particle dynamics so I figured "Why can't this be quicker?". I mean I'm basically doing the same thing over and over, so I'll try and generalise it all a little and get that little bit closer to the golden function MakeGameForMePlz();

Currently it only contains some abstract algebra concepts, primarily Group and Magma theory with some useful Set theory functions to enrich it. Linear Algebra is probably next on the cards to segway into particle dynamics.

So, I'm looking for feedback and constructive criticism on everything you see in that current zip from proficient mathies, semi-mathies and non-mathies. The code, the functionality, even the writing style in the manual and acessibility of the whole concept. and also suggestions for future, like if I were to add anything in the world in the next thirty seconds, what would it be.

Thanks in advance, Dan

Last edited by Sekky (2007-06-07 06:05:52)

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#2 2007-06-07 04:30:32

Ricky
Moderator
Registered: 2005-12-04
Posts: 3,791

Re: Flashmatics for AS3.0

Sekky, I get a 404 with that link.


"In the real world, this would be a problem.  But in mathematics, we can just define a place where this problem doesn't exist.  So we'll go ahead and do that now..."

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#3 2007-06-07 05:10:31

luca-deltodesco
Member
Registered: 2006-05-05
Posts: 1,470

Re: Flashmatics for AS3.0


The Beginning Of All Things To End.
The End Of All Things To Come.

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#4 2007-06-07 06:03:37

Sekky
Member
Registered: 2007-01-12
Posts: 181

Re: Flashmatics for AS3.0

Thanks delt, I'll edit my link

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#5 2007-06-07 13:38:44

Ricky
Moderator
Registered: 2005-12-04
Posts: 3,791

Re: Flashmatics for AS3.0

My question is why flash?  I could see this being used for computationally heavy things (counting number of groups with some property for example), but flash fails in speed comparison to C or C++.

Plus, I know C/C++ in and out wink so I could probably be of more use with using such languages.  I took a look over code and flash syntax just looks ugly.  I try to take a more in depth look later.


"In the real world, this would be a problem.  But in mathematics, we can just define a place where this problem doesn't exist.  So we'll go ahead and do that now..."

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#6 2007-06-07 21:36:05

Sekky
Member
Registered: 2007-01-12
Posts: 181

Re: Flashmatics for AS3.0

Ricky wrote:

My question is why flash?  I could see this being used for computationally heavy things (counting number of groups with some property for example), but flash fails in speed comparison to C or C++.

Plus, I know C/C++ in and out wink so I could probably be of more use with using such languages.  I took a look over code and flash syntax just looks ugly.  I try to take a more in depth look later.

Yes, I fully agree, Flash is computationally limited, but the purpose of this is not for speed maths, it's to provide more math capability in a language that I feel deserves it. I love Flash gaming, but the most advanced native math functions it has are trigonometric. AS3.0 doesn't even have a native vector class, so that's why I'm building it. Simply for the functions to exist and be available, not for ridiculously specialist mathematics.

Also, I don't agree with your statement about flash syntax being ugly, are you sure you're looking at the latest version? The original actionscript wasn't object oriented at all, AS2.0 was partially, but it still has some major annoyances. AS3.0 imho is beautiful, you may still be looking at AS2.0 since most people haven't made the leap yet and there's few resources around for it.

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#7 2007-06-08 02:37:36

luca-deltodesco
Member
Registered: 2006-05-05
Posts: 1,470

Re: Flashmatics for AS3.0

I do prefer C/C++ syntax to AS3 syntax. Mainly it use the use of the 'var' and 'function' key words that annoy me

Last edited by luca-deltodesco (2007-06-08 03:43:08)


The Beginning Of All Things To End.
The End Of All Things To Come.

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#8 2007-06-08 04:32:07

Ricky
Moderator
Registered: 2005-12-04
Posts: 3,791

Re: Flashmatics for AS3.0

Also, I don't agree with your statement about flash syntax being ugly, are you sure you're looking at the latest version? The original actionscript wasn't object oriented at all, AS2.0 was partially, but it still has some major annoyances. AS3.0 imho is beautiful, you may still be looking at AS2.0 since most people haven't made the leap yet and there's few resources around for it.

Your code is what I looked at, so as long as your code is AS3.0, then ya.


"In the real world, this would be a problem.  But in mathematics, we can just define a place where this problem doesn't exist.  So we'll go ahead and do that now..."

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