Are you tearing your hair out trying to figure out how to create a bar-line chart (i.e. a combination of a bar chart and a line chart) in Microsoft Word? Look no further, we’ve got step-by-step instructions for you in this post.

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# Math

# A formula for rounding numbers

Most programming languages come with native functions that help us round our numbers, either upwards (i.e. **ceiling** operation), downwards (i.e. **floor** operation), or to the nearest whole (i.e. **round** operation). While this is convenient, we sometimes need a bit more than that — what if — for example — we want to round our numbers to the nearest 0.5, or the nearest 3^{rd}?

# Unity Rigidbody’s Interpolate property

If you looked at the properties available for configuration on a Unity **Rigidbody** and poured through the documentation for it, you’ll likely find that most of its properties are pretty easily to understand, with the exception of **Interpolate** and **Collision Detection**. We’ve explored what the Collision Detection properties do in another article on this blog, and we’re going to explore the **Interpolate** property in this article.

# Calculating EVs needed to raise a stat in Pokémon

As a result of working on upgrades for this Pokémon Effort Value Calculator, math has been a pretty big part of my life for the past few months, as I’ve been rearranging the games’ formulas for stat and damage calculation to make my own that fit my needs.

One such formula was the ** EVs needed** one, which gives you

**the amount of EVs you need to invest to raise a stat by**. Everyone knows that at Level 100, you get 1 stat point for every 4 EV points you invest; but what happens when you’re

*n*points*not*at Level 100, or when you factor in stat modifiers like Nature, or item and ability boosts?

Don’t know what effort values are? Start with this article from Bulbapedia. Don’t play the mainline Pokémon games? Then you should start with these.

Continue reading# Vector math for polar movement in 2D games (Unity)

Polar movement, i.e. moving objects at an angle, is something that people starting out in games programming often have trouble with. Coordinate systems are easy to understand, and so is moving things left and right or up and down; but what if you want to move at angles that are not parallel to an axis, like 30° upwards, or towards a target? How do you get a vector that represents that direction of movement?

Continue reading# Vector math basics for games programming

If you’re making your foray into games programming, vectors are an important concept that you’ll have to understand and work with. If you’ve been reading build-your-own-game tutorials and getting confused by all the vector math that’s been going on, this article is probably a good one to read.

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