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Joined 11 months ago
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Cake day: November 23rd, 2024

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  • Good afternoon! While, I’ll be honest, I don’t do much video game development as I’m finishing up my Master’s program in Computer Science and my Data Science graduate certificate, the best advice I can give you for purposes regarding this problem is to look to the Riemann Sum formula regarding approximation of definite integrals on a two-dimensional plane, which is presented as follows:

    ∑ᵢ=₁ⁿ f(xᵢ)Δx

    (P.S. - This formula was copied and pasted via generative AI, as I struggled to figure out how to write formulas in Lemmy response windows)

    I suggest this as the imperfect dimensions of the sizes of countries on a global map appear to suggest necessity of calculations of area by means of integral calculus. While I was exposed to these formula during my high school AP Calculus course several years ago, I will admit I had to look it up again on Google and was reminded with an AI-generate response. Basically, the integral of an imperfect shape that cannot be defined by algebraic equations can be approximated on a curve with a series of rectangle of varying heights with equivalent widths. The more rectangles are placed to approximate the curve, the more accurate your assessment becomes. So, if you’re trying to approximate the size of the country on your global map for purposes of a country-surrendering mechanic in your game via Godot Engine, I would highly suggest defining a method that takes in the standard width of all rectangles present in your graph (each represented as a distinct CollisionShape2D component/element) with heights extending just beyond the outline of the country’s graph, and returns the approximate summation of the country’s area as a whole in a two-dimensional context for purposes of applying your country’s surrender limitation game mechanic.