Battlestar Mathmatica

Food makes a person move. Petrol makes a car’s wheels turn. Numbers make a game feel fun – Welcome to The Matrix.


Wherever you place an asset, the location of the asset is signified with a number.

If you want to move said asset, you’ll need a script that says to move, whatever the script is assigned to, this number of pixels in this number of seconds.

If you want said asset to take part in combat, then you’ve entered a whole other field of numbers. Games where fighting and combat takes a large precedence can be described as: One character hits another character and knocks a fraction off of the enemy’s health bar.


However, a programmer would describe that exact same game as being: Numbers, hitting other numbers using different numbers, eventually reaching zero. I’m simplifying here, but the basic principle is there.


The thing with programming is; the uninterrupted may lay ahead. A program may have to run forever and it is very easy to do so. For example, you may want a program to show “Hello World!” on a screen for ever, which would be portrayed with:

  1. void Start() {
  2. Debug.Log("Hello World!");
  3. }



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