Dev Log 2 – 21/10/22


We had a refresher session on arrays, loops and functions. My primary takeaways were:

  • Using nested loops as a way to operate between multiple arrays simultaneously
  • Invoking anonymous functions to be used as callbacks during regular function calls
  • Using self-invoking functions to iterate their result

Discussion time-based vs frame-based animations gave me insight into which methods can be more efficient for different game types; simulation games benefit from time based animation to get maximum yield out of high end devices, while fps games can use frame-based animation to ensure consistent action.

Easing functions are very useful for providing accurate physics for moving objects. I studied ease in+out sine waves, bounce out waves and spring based easing functions – used respectively for objects accelerating/decelerating from rest, bouncy objects that gain height every leap and self-explanatory spring objects. Bouncing uses a complicated nested if statement sequence to determine the previous height of the object and produce a new value based on its current trajectory.


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