Coding Math: Episode 3 - More Trigonometry

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Today, we take a look at cosine and tangent, and then look at some real world applications of using the sine function to create various types of animation.

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I'm applying these techniques in Lua on the Pico-8. I came into development from a graphic design background, so having this visual way of learning the math has proven to be exactly what I needed to fill in some knowledge gaps. Thank you very much for this series.

ChristopherDrum
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just gutted it has taken me 7 years to find this

TheRuminator
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Well, I have no mathematical background at all, didn't look seriously at math back in school and now I'm screwed. The way he explained sin in first video, I was thinking what is the use of it in the visual programming side. But now I get it that it helps us to create oscillating things. I come from musical background and sin wave now makes so much sense in visual part, not just musical.

Limpuls
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Nice! Also, for those of you that are struggling, try re-watching the video. It's really helpful.

zaidhaan
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I feel like "offset" would be more appropriately named "scale" or "scaleFactor". Excellent video. Astounding series. Thank you very much.

quentinmckay
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I'm enjoying your videos so much!!! I'm a math teacher from an IB school in Brazil, and I'm trying to teach my geometry students to learn how to code with math, your videos are really helpful!!

thorfranzen
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I wish you could explain it deeper, cause it seems very fast, but for you I guess it's ok as you know and understand it already.
I'll try to keep watching
I think you have a really good series, just wish I could understand it all

shermirsaliev
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Anyone who's still around here, I'd encourage you to apply the offset to the x value as well and animate that. And switch out the sin for cos and tan to get some really cool oscillations.
Nvm, this is literally the next video

xbdkqyr
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I REALLY needed this. However, can you explain a little more about the var y calculation and why did you multiply by offset?

Wait a second.... if I'm calculating sine and cosine from angles, then what I'm getting is a radian! From -1 to 0, which is then multiplied by the 40% of the canvas's height dimension and is added to the centerY value which it defines the place it shall be.

Then is is simply rendered in the arc context, where y will vary each frame because angle is being added in each frame (which will go up to infinity though, might ask for that)

Thank you for making it a easy as possible to understand by the way

Metacious
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Very good, please keep sharing knowledge

danigolmestre
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For fuck sake, how come i didn't see your videos when i was in computer science college. Either way, i'm not disappointing.

kgmyatthu
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Please slow a little bit down next videos, thanks for this series

omarch.
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Love the series, I remember in the Adobe flash days I read a book with this stuff, I don't remember the name of it :)

fwdflashwebdesign
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The coding part is very fast, , but if you rewatch, you can understand it, , , It's very useful ☺️☺️

vivekraj
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At 3:47 opposite should be sqrt(2) / 2 and adjacent should be -sqrt(2) / 2

MirralisDias
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All 3 programs translated to Processing:

rustycwright
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I Wrote this code and the past "Intro to Trigonometry" in C# on WPF using low level DrawingContext API for rendering and CompositionTarget.Rendering as Frame animation engine. It's been an interesting exercise! I'm going to wrap all the coding math I'm able to port in a Windows App. I can share in case you're interessed in.

DanBarell
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Interesting and easy to follow. Does what it says!

radx
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Interesting. In the radius resizing section if the calculated radius goes down below zero the animation stops. Any reason for this?

Manas-cowl
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Hi sir, I want to take classes on this Math from you directly. How to contact you!

kashoo