Summer of Math Exposition

Presented by 3Blue1Brown 3blue1brown

The math behind shooters and "improving" it

Audience:

Every gamer knows what damage drop off is, but very few will know the math needed to make this happen. In this video, I will show the math needed to make this happen and try to improve it. And possibly overcomplicate it.


Analytics

6 Overall score*
77 Rank
15 Votes
8 Comments

Comments

6.5

I liked it in the sense of ‘hey what if we tried this instead’, but I am not sure if I learnt much about how it “improves” games other than the damage drop off curves look a little smoother on paper. I did learn about damage drop off in games, so overall cool video!

9

Very interesting way to explain non linear interpolation and appreciate the beauty of maths through games. Video was engaging enough.

5.1

I particularly enjoyed the section on non-linear damage, but I was expecting an explanation of natural logarithmic curved damage

8.4

What an interesting and unique topic!

There was a lot I liked about it:

  • The editing and visuals were extremely well done and lined up with your script perfectly.
  • You have an engaging style and explain things clearly!
  • I believe teaching maths by connecting it to a relatable topic like video games is a fantastic way to encourage students to learn.

Here is what could have improved it for me:

  • I felt you could have taken some time to explain the actual maths and graph transformations more. Perhaps a two minute segment on what +c, -h, *a, etc. does to curves and why. This would have balanced some clarity with the entertainment.
7

The visuals and the explanation are good. But maybe a little too slow paced especially at the start of the video.

7

As I was watching through, I was originally going to rate it lower, but you sold me at the very end. Damage dropoff as a video game mechanic is a very niche topic---I think only pro gamers and game developers would find it useful. But the application in video editing you mentioned at the end is actually relevant to me, and probably to many other peer judges as well, because we are all video creators. So I think it would’ve been more effective had you mentioned it at the beginning.

For the math itself, it would’ve been useful to point out that 11+(x1x)b1 \over 1 + \left( {x \over 1-x} \right)^{-b} has zero slope when x = 0 and x = 1. In other words, it joins smoothly at the endpoints with the horizontal portions. This way we know that we can just “plug-and-play” the formula into an animation and it’ll look smooth by default.

5.4

The poor accuracy self-deprecation joke was charming.

5

Something Ive never wondered about was answered. But it was nothing new or something that was eye opening