Actually... yes, even the belittling, which I do too much, not to incite, but to challenge. If it's too harsh, I apologise.
Anyway, yes the formula could be used in many of those, like menus and paths especially.
Take megatronx's issue with pathfinder, its node based, a bunch of lines pointing at each other, and the algo describes perfectly a line between two points.
It could be used to move those tanks, and allow the control to keep them apart.
I used ro0j's help for pushing out object, which I'm thenkful for, even thought they do get stuck in solids at times (which I will investigate further), and with pathfinding, units loose their formations, build with events I copied from rts demo. On the side note, the example from c2 demo however breaks easily when I'm clicking in faster manner, making those tanks end up on top of each other anyway ( but i don't know if it is using that math equation or not).
And that's the point: instead of working on my game, I have to spend time on fixing plugin issues and hack trough limitations. In that instance building game with event's only would maybe let avoid those issues, but in a none-programming environment, that is self -contradictory from the get go. Events work best to in setting conditions for plugins, but when it comes to dynamics, they fail (collisions anyone? what about input repressions? ).
I remember spending a lot of time trying to figure out how to do sequencing. Sequencing plugin would sort that all out. Ultimately i figured it out, with the help of fantastic MoveTo plugin ( which should be in vanilla ed) but then setting it all up requires a lot of fiddling around, constantly switching views, and even going as far as creating parser and own scripting language and then need to type it all in per object. Now that is far away from none-programming.
I also made key rebinding that is also suitable for unlimited number of players, including ai, working from single set of events. But there should be plugin for that. Oh and I had to use Advanced Platforming plugin, because the vanilla one was causing lag when operating more then one character.
I've build full rpg system. And a level editor. Dynamic music system. Perfectly lopping levels. And many more advance systems and gameplay parts, and all made in such way that at any time, anything can use any part of those systems. Those are possible but resource wasting. When it comes to actual gameplay which brings excitements and action, then extensive hacking starts, and more often then not it all becomes looking and feeling rather clunky, unless it stays close to limited functionality of current plugins. And what I did was universal and evented as optimal as possible, and in way that anything can be used at anytime in any context and in any type of game. And I realized I've build an engine on top of other engine, trying to compensate lack of functionality. And then I thought what's the point? I already bought engine with editor. All of that could have been done in plugins. Plugin for stats, level editor, even dynamic music plugin. Because looking for most optimal ways, we all program exactly the same things in c2 to compensate it lacking in many areas! But all we do is reinventing the wheel.
And I agree, and been vocal about the need for curves system as maths overlay, path's editor, and all stuff we were saying for years now.
It all needs to be added, streamlined and glitches fixed ( platform plugin will stop movement if there is a spike of one pixel in the ground or by holding jump, you can get glued to object representing ceilings ).
The point is obvious: that math should be optional, replaced with visual approach and with completed and new plugins, and also actions and conditions that take more variety of scenarios under consideration, that bring groups of several events in to one.
eli0s We musicians see world in a different way then scientists. We do have understanding of logic, actions and consequences, but simultaneously we understand the human element, simplicity and intuitionism