<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel>
    <title>DEV Community: Kamy Uwambaye</title>
    <description>The latest articles on DEV Community by Kamy Uwambaye (@kamy_uwambaye_719fdeaa6de).</description>
    <link>https://dev.to/kamy_uwambaye_719fdeaa6de</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F4243405%2Fed1a0cd8-b157-4bb4-a32b-8b0a3eb7cf78.png</url>
      <title>DEV Community: Kamy Uwambaye</title>
      <link>https://dev.to/kamy_uwambaye_719fdeaa6de</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/kamy_uwambaye_719fdeaa6de"/>
    <language>en</language>
    <item>
      <title>Game Analysis Report</title>
      <dc:creator>Kamy Uwambaye</dc:creator>
      <pubDate>Fri, 13 Nov 2026 18:15:24 +0000</pubDate>
      <link>https://dev.to/kamy_uwambaye_719fdeaa6de/game-analysis-report-jab</link>
      <guid>https://dev.to/kamy_uwambaye_719fdeaa6de/game-analysis-report-jab</guid>
      <description>&lt;p&gt;The Hidden Math Behind the Mobile Games I Already Play&lt;br&gt;
Nov 13, 2026 · &lt;br&gt;
For an ALU assignment on math in games, I had to stop playing games like someone killing time and start playing them like someone looking for the geometry underneath. I picked three off the assignment's recommended list  Subway Surfers, Vector, and Rocket League Sideswipe  plus one of my own choosing, 8 Ball Pool, because once you actually look, pool might be the most mathematical "casual" game there is. Here's what's really going on under the hood of all four.&lt;br&gt;
Subway Surfers: lerp doing all the heavy lifting&lt;br&gt;
Subway Surfers is probably the simplest game of the four, and that's sort of the point. You're a runner dodging trains in three fixed lanes, and almost every bit of "feel" in the game comes down to one thing: linear interpolation, or lerp. When you swipe to change lanes, your character doesn't teleport and doesn't walk over — it smoothly slides from one lane position to the next over a fraction of a second. That's a textbook lerp: a starting x, an ending x, and a timer in between.&lt;br&gt;
Distance matters too, just not in a complicated way: your score is literally how far you've run, and obstacles are spaced ahead of you by a set distance that gets tighter, relative to your reaction time, as you speed up. There's barely any dot or cross product happening, because you're always facing forward — no angles to check, no rotation to compute. It's a game built to be played one-handed on a bus, and the math matches that: distance, a bit of algebra for the score, and lerp making everything look smooth.&lt;/p&gt;

&lt;p&gt;Vector: timing windows and vectors you can feel&lt;br&gt;
Vector flips the formula a bit. It's still 2D and still about dodging things, but instead of three lanes, you've got a free-running parkour system where almost every move — vaulting a wall, sliding under a pipe, running up a surface — is really just your velocity vector getting redirected for a second before gravity takes it back.&lt;br&gt;
What stood out to me is how much the game runs on tight timing windows instead of spatial decisions. A vault only triggers if you tap within a specific distance of the obstacle — too early or too late and you just crash into it. That's distance and algebra doing quiet work behind a game that looks purely physical. Cross and dot products barely show up since it's a side-view game with no real rotation, but the one thing that's unmissable is the shrinking gap between you and the guard chasing you — that distance is the entire tension of the chase sequences, with nothing but a silhouette getting bigger to tell you how close you are to getting caught.&lt;/p&gt;

&lt;p&gt;Rocket League Sideswipe: 3D physics squashed into 2D&lt;br&gt;
This one surprised me the most. Rocket League Sideswipe is the mobile spin-off of the full 3D Rocket League, flattened down into a 2D side-view arena — but flattening it didn't get rid of the vector math, it just made it way easier to actually see.&lt;br&gt;
Your car's velocity, the ball's velocity, where you're aiming when you boost — it's all just x/y vectors now instead of x/y/z, and you can watch dot product happen in real time: how square you're lined up with the ball decides whether you get a clean hit or just clip it. Cross product survives too, just collapsed down to a sign — clockwise or counterclockwise — which is exactly what decides which way your car flips when you flick a direction mid-air. And because the whole arena (floor, walls, ceiling) is drivable, the game is constantly recalculating which way is "down" relative to wherever your car currently is, which is a more interesting bit of vector math than I expected from a free mobile game.&lt;/p&gt;

&lt;p&gt;8 Ball Pool: the one game where you can see the vectors&lt;br&gt;
Out of all four games, 8 Ball Pool is the one where the math stops hiding. There's no running, no jumping, no time pressure — it's just you, a cue, and geometry. And the game actually shows you the geometry: when you aim, it draws a straight line out from the cue ball in whatever direction you're pointing, which is literally your intended velocity vector drawn on screen.&lt;br&gt;
Where it gets interesting is what that line does next. If it's heading for another ball, a second shorter line shows where that ball's going to go based on exactly where you hit it — a dead-center hit sends it mostly along your original direction, while a thin cut sends it off at a much wider angle. That's dot product, visualized. And if your aim line hits a cushion first, the game reflects it off like a mirror, same as a real bank shot would bounce. Then there's spin: hit the cue ball off-center and you get rotation that curves its path after contact — pure cross product, and it's the entire reason "english" works the way it does in real pool. For a game people mostly think of as a time-killer, it's doing more visible vector math than anything else I played.&lt;/p&gt;

&lt;p&gt;So what did I actually learn&lt;br&gt;
Lerp was the thing I noticed in literally every single game — camera movement, menu transitions, meters filling up, characters sliding between positions. It's the reason games feel smooth instead of robotic, and it's invisible enough that I never thought about it before this assignment. Dot and cross product, on the other hand, are usually running quietly in the background of any game with direction or rotation: Subway Surfers barely uses them, Vector uses them a little, Rocket League Sideswipe uses them more than I expected, and 8 Ball Pool puts them front and center as the entire mechanic.&lt;br&gt;
What this assignment actually changed for me is how I think about "feel" in games. I used to assume that stuff was mostly art and sound design. Turns out a lot of what feels intuitive — a vault that works exactly when you expect it to, a boost that bends around a wall the way you'd guess, an aim line that bounces off a cushion correctly — is a tuned math system wearing a layer of animation on top. Sometimes that math is shown to you directly, like in pool. Most of the time it's deliberately hidden. Either way, it's there, and now I can't really stop noticing it.&lt;/p&gt;

</description>
      <category>computerscience</category>
      <category>gamedev</category>
      <category>mobile</category>
    </item>
  </channel>
</rss>
