Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
math
I recommend a server-side convar to adjust the "quality", or how many points are used to draw the equation, as it could help with performance if there are multiple graphs spawned in.
If you want some good math and algorithm practice, perhaps try to have it use connected lines instead of dots, that way you could easily get away with lowering the amount of points needed. If you optimize it to get the length of each line to be as long as the slope from where it starts remains constant, in many scenarios you could vastly lower the amount of draw function calls needed. Just a suggestion if performance begins to be a problem, or you're craving for a challenge. Nothing wrong with sticking to how it is now.
For scenery purposes.
Trigonometric identities (sin, cos, tan) should not be impossible to do as well.
That would give some neat periodic equations to work with.
I am a fan of mathematical equations so I am hoping that you will expand on this in the future!