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  #16  
Old 02-12-2002, 08:26 PM
taki taki is offline
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[off-topic]dimensional analysis>algebraic method

Actually, I dunno.. I'm comfortable with computing in algebraic expressions, but with dimensional analysis, things seem to fit together more and it gets convenient when keeping track of different variables, labels, and formulas[/off-topic]

Oh well, here's a bunch of formulas, some may be redone but for the sake of convenience I haven't bothered to edit them out:

Acceleration- s=vi tat²
The distance s an object travels can be computed when the initial speed vi , time elapsed t , and the rate of constant acceleration a is known.

Angular velocity- w=Ø/t'
Where Ø is expressed in radians and t represents time.

Geometry:
Parallelogram- A=bh
Rectangle= P=2(l+h) A=l*h
Right triangle A=ab/2 Pythagorean Theorem- c²=a²+b²
Isosceles Triangle- A=bh/2
Circle- P=2pi*r A=pi*r²
Trapezoid- A=h/2(b1 +b2 )

Artificial Gravity- N=1/2pi*sqrt a/r
Where N, the number of rotations required per second to maintain an acceleration of gravity of m/s².

Carrier Wave- y=A sin(10^7*2pi*t)
t is the time in seconds.

Change of Base- loga n=logb n/logb a
For all positive numbers a,b, and n where a and b do not equal 1.

Compound Interest- A=P(1+r)^t
A is the balance, P is the amount invested, r is the interest, and t is the time in years that the money was invested.

Distance Travel- d(t)=vi t+½at²
The distance d that an object travels can be calculated when the initial speed vi, elapsed time t, and the rate of constant acceleration a are known.

Falling object's duration in air- t=sqrt 2d/g
the time t equals d, the height at which the object is dropped and g is the acceleration due to gravity.


Growth and Decay- y=ne^kt
y is the final amount, n is the initial amount, k is a constant, and t is the time.

Height of Projectile- h=(vo ²sin²Ø/2g
Ø is the measure of the angle between the ground andthe initial path of the ball, v0 is its initial velocity in m/s, and g is the acceleration due to gravity.

nth term of an Arithmetic Sequence- an=a1+(n-1)d
The nth term of an arithmetic sequence with the first term a1 and common difference d.

nth term of a Geometric Sequence- an=a1*r^(n-1)
The nth term of a geometric sequence with the first term a1 and common ratio r.


Quadriatic Function- y=ax²+bx+c
Formula- -b±sqrt (b²-4ac)/2a

Snell's law- n=sin I/sin r
Where n is the index of refraction, the angle of incidence I and the angle of refraction r.

gah.. too tired.. must.. get.. sleep zZzZ
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  #17  
Old 02-13-2002, 04:18 AM
Torankusu Torankusu is offline
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  #18  
Old 02-13-2002, 06:56 AM
taki taki is offline
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Quote:
Originally posted by Kaimetsu
It intrigues me that people are deciding it would be cool to just copy lots of irrelevent formulae from a textbook just to look intelligent.
actually, quite a few of these can be used, but not really as useful as geometric formulae.. the ones i put are mainly for the 'realism' of the npc in the terms of physics. the nth term of sequences might be used for figuring in advance distances and waypoints, based on the players movement (back to finding the recursive formula for that, lol). compound interest may be used for future banks scripts, growth and decay probably for npcs that deal with projection/reduction of a statistic, and logarithms mainly for convenience.. I did in fact scan textbooks for these formulae, but filtered out those with no obvious relevancy.

However, with everyone providing all these formulae, doesn't one have to 'translate' them for it to be actually be used in a graal-compatible script?
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  #19  
Old 02-13-2002, 06:59 AM
taki taki is offline
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wait..nevermind, lol
i just remembered most of these deal with variables, but they still have to be formatted correctly to work.
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