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	<title>Comments on: Pythagorean Distance Between Two Points</title>
	<atom:link href="http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/</link>
	<description>I help people make Flash games</description>
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		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-2080</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Tue, 28 Jul 2009 10:44:22 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-2080</guid>
		<description>&lt;p&gt;Hullo Daniel. Homework? :P&lt;/p&gt;

&lt;p&gt;Sounds like you&#039;re looking for a more general explanation of the the theorem than this game-related one, in which case I&#039;d recommend &lt;a href=&quot;http://betterexplained.com/articles/measure-any-distance-with-the-pythagorean-theorem/&quot; rel=&quot;nofollow&quot;&gt;this post&lt;/a&gt; over at BetterExplained.&lt;/p&gt;

&lt;p&gt;But basically, you just:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Subtract one x-coordinate from the other, and square the result&lt;/li&gt;
&lt;li&gt;Subtract one y-coordinate from the other, and square the result&lt;/li&gt;
&lt;li&gt;Add those two squares together&lt;/li&gt;
&lt;li&gt;Square root the result&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;So: sqrt( [( -4 ) - 1]squared + [ ( -3 ) - 1 ]squared )&lt;/p&gt;

&lt;p&gt;Hope that helps ;)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hullo Daniel. Homework? <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>

<p>Sounds like you&#8217;re looking for a more general explanation of the the theorem than this game-related one, in which case I&#8217;d recommend <a href="http://betterexplained.com/articles/measure-any-distance-with-the-pythagorean-theorem/" rel="nofollow">this post</a> over at BetterExplained.</p>

<p>But basically, you just:</p>

<ul>
<li>Subtract one x-coordinate from the other, and square the result</li>
<li>Subtract one y-coordinate from the other, and square the result</li>
<li>Add those two squares together</li>
<li>Square root the result</li>
</ul>

<p>So: sqrt( [( -4 ) - 1]squared + [ ( -3 ) - 1 ]squared )</p>

<p>Hope that helps <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>]]></content:encoded>
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		<title>By: Daniel</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-2078</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Tue, 28 Jul 2009 06:37:15 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-2078</guid>
		<description>&lt;p&gt;I am on 7th grade, i dont get this proplem at all, Math is my worts subject, can you help please?
Explain how you could use the Pythagorean Theorem to find the distance between the 
(-4,-3) points  and (1,1). Find the distance. You can type  to indicate &quot;squared&quot; and &quot;sqrt&quot;&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I am on 7th grade, i dont get this proplem at all, Math is my worts subject, can you help please?
Explain how you could use the Pythagorean Theorem to find the distance between the 
(-4,-3) points  and (1,1). Find the distance. You can type  to indicate &#8220;squared&#8221; and &#8220;sqrt&#8221;</p>]]></content:encoded>
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		<title>By: Avoider game tutorial &#8211; Moving with mouse and using speed</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-2058</link>
		<dc:creator>Avoider game tutorial &#8211; Moving with mouse and using speed</dc:creator>
		<pubDate>Mon, 27 Jul 2009 00:37:17 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-2058</guid>
		<description>&lt;p&gt;[...] you remember this post from MJW? We will use it now to calculate the distance between our mouse and our avatar. If the [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] you remember this post from MJW? We will use it now to calculate the distance between our mouse and our avatar. If the [...]</p>]]></content:encoded>
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		<title>By: tomdeaap</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1800</link>
		<dc:creator>tomdeaap</dc:creator>
		<pubDate>Wed, 10 Jun 2009 15:40:28 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1800</guid>
		<description>&lt;p&gt;Oh ... Pretty late answer to your question ... but here is the explination:
s - schuine zijde
o- overstaande rechthoekszijde
s- sin
c- cos
t - tan 
a- aanligende rechthoekszijde&lt;/p&gt;

&lt;p&gt;Not that it explains anything ... since it&#039;s dutch .. :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Oh &#8230; Pretty late answer to your question &#8230; but here is the explination:
s &#8211; schuine zijde
o- overstaande rechthoekszijde
s- sin
c- cos
t &#8211; tan 
a- aanligende rechthoekszijde</p>

<p>Not that it explains anything &#8230; since it&#8217;s dutch .. <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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		<title>By: 8 way Character Movement @ Rasmus Wriedt Larsen - Flash Game Development</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1789</link>
		<dc:creator>8 way Character Movement @ Rasmus Wriedt Larsen - Flash Game Development</dc:creator>
		<pubDate>Tue, 09 Jun 2009 22:06:19 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1789</guid>
		<description>&lt;p&gt;[...] Now we made a simple movement, just as almost every other game out there, this may be fine for some games (fx platformers), but for a top-down game we need to do a little more of work. Can you find the error yourself? What if I told you to take one sped forward, and afterwards take a step where you moved both forward and just as much to the left, would you have taken a 40 % lager step? I think not, but our little guy is doing just exactly this right now. Many times walking diagonally like this could change the gameplay a lot! I’ve made a green circle to show where the player actually should be going.(click to it to activate, use arrow keys or WASD to move - you have to hold them for 0.5 second) (Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.) How to fix this you ask? Phythagoras. If you don’t know what this is, then I would surges you checked out Michael James Williams post on this [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] Now we made a simple movement, just as almost every other game out there, this may be fine for some games (fx platformers), but for a top-down game we need to do a little more of work. Can you find the error yourself? What if I told you to take one sped forward, and afterwards take a step where you moved both forward and just as much to the left, would you have taken a 40 % lager step? I think not, but our little guy is doing just exactly this right now. Many times walking diagonally like this could change the gameplay a lot! I’ve made a green circle to show where the player actually should be going.(click to it to activate, use arrow keys or WASD to move &#8211; you have to hold them for 0.5 second) (Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.) How to fix this you ask? Phythagoras. If you don’t know what this is, then I would surges you checked out Michael James Williams post on this [...]</p>]]></content:encoded>
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	<item>
		<title>By: Character Movement @ Rasmus Wriedt Larsen - Flash Game Development</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1725</link>
		<dc:creator>Character Movement @ Rasmus Wriedt Larsen - Flash Game Development</dc:creator>
		<pubDate>Thu, 04 Jun 2009 14:57:09 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1725</guid>
		<description>&lt;p&gt;[...] Now we made a simple movement, just as almost every other game out there, this may be fine for some games (fx platformers), but for a top-down game we need to do a little more of work. Can you find the error yourself? What if I told you to take one sped forward, and afterwards take a step where you moved both forward and just as much to the left, would you have taken a 40 % lager step? I think not, but our little guy is doing just exactly this right now. Many times walking diagonally like this could change the gameplay a lot! I’ve made a green circle to show where the player actually should be going. (Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.) How to fix this you ask? Phythagoras. If you don’t know what this is, then I would surges you checked out Michael James Williams post on this [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] Now we made a simple movement, just as almost every other game out there, this may be fine for some games (fx platformers), but for a top-down game we need to do a little more of work. Can you find the error yourself? What if I told you to take one sped forward, and afterwards take a step where you moved both forward and just as much to the left, would you have taken a 40 % lager step? I think not, but our little guy is doing just exactly this right now. Many times walking diagonally like this could change the gameplay a lot! I’ve made a green circle to show where the player actually should be going. (Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.) How to fix this you ask? Phythagoras. If you don’t know what this is, then I would surges you checked out Michael James Williams post on this [...]</p>]]></content:encoded>
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		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1675</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Tue, 02 Jun 2009 12:33:18 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1675</guid>
		<description>&lt;p&gt;Wow, interesting question.&lt;/p&gt;

&lt;p&gt;First, I just want to make it clear that &quot;non-Euclidean space&quot; doesn&#039;t necessarily refer to any particular type of space (like a balloon-shaped or spherical space), but just any type of space that isn&#039;t Euclidean.&lt;/p&gt;

&lt;p&gt;So yeah, you probably could find a non-Euclidean space where walking left made you move upward or downward as well -- but then, you could argue that &quot;left&quot; doesn&#039;t really mean anything in such a space!&lt;/p&gt;

&lt;p&gt;On a space that is the surface of a sphere, you can think of things in terms of the Earth&#039;s surface -- if you walk far enough west, you&#039;ll eventually return to your starting point. This doesn&#039;t happen in a flat, Euclidean space.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Wow, interesting question.</p>

<p>First, I just want to make it clear that &#8220;non-Euclidean space&#8221; doesn&#8217;t necessarily refer to any particular type of space (like a balloon-shaped or spherical space), but just any type of space that isn&#8217;t Euclidean.</p>

<p>So yeah, you probably could find a non-Euclidean space where walking left made you move upward or downward as well &#8212; but then, you could argue that &#8220;left&#8221; doesn&#8217;t really mean anything in such a space!</p>

<p>On a space that is the surface of a sphere, you can think of things in terms of the Earth&#8217;s surface &#8212; if you walk far enough west, you&#8217;ll eventually return to your starting point. This doesn&#8217;t happen in a flat, Euclidean space.</p>]]></content:encoded>
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		<title>By: Gianfun</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1655</link>
		<dc:creator>Gianfun</dc:creator>
		<pubDate>Mon, 01 Jun 2009 22:18:08 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1655</guid>
		<description>&lt;p&gt;Hey michael!
One question. If a game were to be on a non-euclidian space, if one would walk to a direction (i.e. left), he would gradually curve upwards/downwards, like the lines on a (burst) balloon?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey michael!
One question. If a game were to be on a non-euclidian space, if one would walk to a direction (i.e. left), he would gradually curve upwards/downwards, like the lines on a (burst) balloon?</p>]]></content:encoded>
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		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1576</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Thu, 28 May 2009 21:46:46 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1576</guid>
		<description>&lt;p&gt;Cheers Gianfun!&lt;/p&gt;

&lt;p&gt;Oops, thanks for pointing out those typos. Corrected :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Cheers Gianfun!</p>

<p>Oops, thanks for pointing out those typos. Corrected <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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		<title>By: Gianfun</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/05/08/pythagorean-distance-between-two-points/comment-page-1/#comment-1572</link>
		<dc:creator>Gianfun</dc:creator>
		<pubDate>Thu, 28 May 2009 21:15:38 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=613#comment-1572</guid>
		<description>&lt;p&gt;Hey! nice article :) Now I wont have to think as much when I have to find the distance between 2 things (I bet I would spend some time looking for the answer), and also thanks for the &#039;not sqare rooting&#039; tip !&lt;/p&gt;

&lt;p&gt;Yeah, I learn all of this at school too :P&lt;/p&gt;

&lt;p&gt;Btw Michael, you did a little typo here, which may confuse people that didn&#039;t learn pythagoras
&quot; i.e. ( 10 * 10 ) + ( 15 + 15 ), so 100 + 225, which equals 325.&quot;
should be &quot;( 10 * 10 ) + ( 15 * 15 )&quot; (*, not +)
And also you wrote Pythagorus once :D&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey! nice article <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Now I wont have to think as much when I have to find the distance between 2 things (I bet I would spend some time looking for the answer), and also thanks for the &#8216;not sqare rooting&#8217; tip !</p>

<p>Yeah, I learn all of this at school too <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>

<p>Btw Michael, you did a little typo here, which may confuse people that didn&#8217;t learn pythagoras
&#8221; i.e. ( 10 * 10 ) + ( 15 + 15 ), so 100 + 225, which equals 325.&#8221;
should be &#8220;( 10 * 10 ) + ( 15 * 15 )&#8221; (*, not +)
And also you wrote Pythagorus once <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>]]></content:encoded>
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