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Video Game Designer

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AVG. SALARY

$66,060

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EDUCATION

Bachelor's degree

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Stable

Real-Life Activities

Real-Life Math -- Solution

Solution:

Where is the tank at 0.3 minutes?

To discover where the tank is at 0.3 minutes, change 10 miles per hour to minutes.

1 hour = 60 minutes
10 mi / 60 minutes
0.166 mi/minute

The tank is moving at 0.166 miles per minute.

Now convert the distance to pixels.

1 mi = 500 pixels
0.166 mi per minute x 500 pixels per mi = 83.33 pixels per minute

So at 0.3 minutes, the tank will be at:

0.3 minutes x 83.33 pixels per minute = 25 pixels

At 4.5 minutes, the tank will be at:

4.5 minutes x 83.33 pixels per minute = 375 pixels

If the screen refreshes at 10 times a second, (taking into account you don't want the computer to calculate the tank's position any more often than necessary), how many game cycles (screen refreshes) can you skip before calculating the tank's position such that it moves from each location to the next?

Convert the "velocity" of the tank from pixels per minute to pixels per second.

1 minute = 60 seconds
83.33 pixels per minute / 60 seconds per minute = 1.38 pixels per second

Assuming that the velocity is the minimum refreshes per second, then the screen needs to refresh 1.38 times per second. So you can skip 8.68 refreshes per second. "But skipping 8.68 refreshes makes no sense in the real world -- you can skip 8 or 9, but not 8.68," says Baldwin. So convert 8.68 to an integer: 8. The computer can do less work by recalculating the tank's position 2 times per second instead of 10.

Computer game designers work to optimize the amount of work that a computer has to do, making the game faster and more efficient. And math plays an important role in this. "Math is the tool for managing these models," says Baldwin.


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