Quoting for...@ozonline.com.au:
> Quoting Dmitri <drou...@gmail.com>:
>
>> We have a character on a bike, or multiple characters. They ride
>> mountain bike trails. The goal is not to ride the trail, but to
>> program the gears for it. Trails consist of one or more pieces with a
>> particular slope. Variables: two gears. We can control their sizes and/
>> or ratios. Players can control gears either by dragging controls
>> (analog, though discrete) or by entering numbers (numeric). The values
>> for each piece of the trail form a table of these pairs, with some
>> (visual) indication of their ratios.
>
> I did this game as an example for discussion. Its far from complete.
> It is a guide to what is achievable. It took me 2 1/2 hrs in Game Maker
>
> exe and source attached (if they are allowable attachments). Game
> Maker is a free download
>
> Tony
> I'd like to have a pause button to make changes and
> resume or restart with changed parameters.
Start allows you to restart on the same track with different gear ratios
Reset generates a new track
Exactly what behaviour are you proposing?
> As well as show the last
> few runs that I can compare results overall and for each section.
Good idea, a table showing slope, gear ratio, time for each segment and total time?
>
> Second, add more gear ratios to allow <1 ratio.
This fails the reality pseudocontext test but it does introduce more maths, I have never seen ratio <1 though some 'granny gears' approach it.? The change is trivial to do though. Just say what teeth are wanted. The speed algorithm would need to be tweaked to use the new gears.
>
> Third, I see two modes, close up, as it is now, and zoom out, when you
> see complete track. Complete track view is important for pattern
> noticing.
Good idea
>
> This is an inherently proportional context. I like this quote from
> http://en.wikipedia.org/wiki/Bicycle_gearing article "As far as a
> cyclist's legs are concerned, when changing gears, the relative
> difference between two gears is more important than the absolute
> difference between gears." The game needs to model this well
I dont understand, model what?
> and
> visualize the ratio in several ways.
Such as?
Tony
This fails the reality pseudocontext test but it does introduce more maths, I have never seen ratio <1 though some 'granny gears' approach it.? The change is trivial to do though. Just say what teeth are wanted. The speed algorithm would need to be tweaked to use the new gears.
>
> Second, add more gear ratios to allow <1 ratio.
My error then. ratio<1 is authentic
I wish I had a gear like that! I have to walk the steep ones.
Tony
It accepts a wide range of media formats
audio *.wav *.mid
images *.jpg *.gif and more, cant remember
Video, cant remember format
Tony
Tony
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"Let's build a better math game."
> Incline
> How do you envision the incline changing? Does it change after a specific
> amount of time? Is that time constant for each segment of the track?
The way I did it was that each segment was of equal length, actually
duration =1/speed with a 'fix' for divide by zero
Though anything is possible
>
> Game play
> Will students see the whole track and then pre-program the gear ratios for
> each segment? How does a student gauge how he or she is doing?
The way I did it (though anything is possible) was to make the goal
minimum course time
> How would the
> student know what an optimal ratio would be? For example, two people can
> travel the same speed using different gear combinations. Is the goal to get
> through the track without falling? If so, what would cause a fall? Or is the
> goal to complete the track in a certain amount of time?
>
> Game Calculations
> Tony, would you explain how you determined speed and max cadence?
The simple model I used was that the lowest gears developed the
highest force and hence speed except that there was a limit to how
fast you could pedal, cadence. So the gear that would give minimum
time would be just on the cadence limit, selecting from the available
ratios, its either the gear just before or just after cadence limit. I
then tweaked the constants so that the full gear range was needed for
slopes of random +-30 degrees.
The maths that went into programming the game/simulation was much much
more interesting than the demonstration of ratios. But this is always
the way. Though suitable for older children, it would be good to
expose the underlying maths like the speed algorithm. The speed
algorithm effectively assumes that drag is proportional to speed
whereas its really proportional to speed squared. Thats one reason I
prefer making learning objects in Game Maker with open source, they
come with an implicit invitation for students to hack the code.
Interesting digression, its because drag=speed squared that headwinds
and tailwinds dont cancel out. Imagine riding into a headwind of speed
x at speed x and returning with a tailwind, the drag is 4x^2 +0
compared with x^2 +x^2 with no wind.
Another interesting part of the simulation is that I have assumed that
the backwards force from the slope is proportional to slope, this is
true for small angles where x =sin(x) =tan(x)
Tony