Hmm? I don't use any at all. Actually, maybe a little simple division when working out how many segments are needed in a certain length. Really basic stuff though. Maybe a little is used for animation timing and length too, but I'm not well-versed in animation, so don't believe me
Back when I started, using CGAL, all animation was defined by writting scripts, controlling the rotation and translation through time. I have a higher maths grade than most programmers I meet, though. Good fr funky material effects and particle systems.
ah well. i guess problem solving and creative (doh) thinking isn't considered creative but smearing space marines on a piece of paper is? i consider creativity basically as the ability to come up with something - be it a game asset or a formula, a cool animation or a clever hack to make the engine run faster. the…
Well thanks for letting me know about this sorta stuff guys. Because my current math and motion class at art school is killing me, math has never been my forte, and I'm being asked questions like how would I go about scaling a 3d object using some various equation that takes half an hour to write out.
Not very, that's a different part of the brain and most people choosing a "logical" profession are less creative. Besides, you don't have them drawing up the concepts for the game assets, do you?
I use math quite regularly with levels and design, but it's become second nature these days so I don't think about it much. After a while, all those standard units come from memory more than processing numbers.
I use some with envir art. Just figuring out how large should x be or what cholden is saying. Nothing that I need to call NASA about, just simple stuff.