albionus said: Entroper said: Anyone with a degree in computer science should have at least taken linear algebra, multivariable calculus, and differential equations. Do you need to be well-versed in Calculus to write software for the Wii Remote? Probably not. Would it help you write better software for the Wii Remote? Absolutely. |
The requirements at OSU are multivariable calculus, vector calculus, discrete mathematics, and either dif eq or linear algebra. Just because they took the classes doesn't mean it's easy for them to use it later. It shocks me how much they curve those classes, 15-20 points isn't uncommon at OSU. Does someone who got an uncurved 55 in dif eq remember it with ease a decade later? Anyway, read the article. I am really surprised that the usefulness of calculus for programming with the wiimote is so surprising to people though, especially after posting the article about it. I figured well prior to launch that they were having to use it for the very reason the later stories said, acceleration doesn't tell you much and calculus is the easiest way to find out more useful info from it. |
The calculus required for Wii development (IMO) is rather trivial.
The Wiimote is all about handling series of discrete values - its not about taking some conceptual function (entered by the player), and trying to determine its integral or differential.
Performing a discrete differential is extremely trivial (much simpler than something like a FFT, which has its own uses) - you are in effect just working out the difference (over time) between each set of points.
In the end, the whole purpose of this would be to (roughly?) determine the shape of a gesture. From memory, you could perform a double differential, end up with a number of turning points (or points of inflexion), and based on the rough location/magnitude of these, work out which gesture has been made.
...
It does depend on the game, and how demanding/accurate you need the Wiimote input to be. I suspect we'll end up seeing a lot of games use basic "gesture" control, rather than trying to approxmate 1:1 control. The exception is in games such as Golf (WiiSports), where you expect the player to only make one type of gesture - and you can focus on reading the magnitude/position of the gesture (rather than working out the type of gesture as well).
(note - I sort of remember most of my calculus... it was one of my stronger math subjects, and math was always my best subject at school/uni, scoring in the 90's. But in 20+years of game programming, pretty sure I have only ever used calculus 2-3 times. Once was for a fairly complex collision system, otherwise it usually reduces to the standard physics equations - where calculus is not really needed. I hope I get to code some Wiimote input at some stage in the future, it sounds like an interesting challenge!).