
09-04-2007, 01:09 AM
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jwd
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Join Date: Oct 2005
Location: Greater Manchester
Posts: 2,423
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Quote:
Originally Posted by Tolnaftate2004
sin and cos are properties of angles. If you have a right triangle such that angle a is opposite of side A, b opposite of B, and c, the right angle, opposite of the hypotenuse, C, sin(a) = A/C, cos(a) = B/C, sin(b)=B/C, cos(b)=A/C, sin(c)=1, and cos(c)=0.
Though I'm sure you haven't learned it, trigonometry is essential to spherical, polar, and cylindrical coordinate systems. Vector calculations rely heavily on trigonometry, as well as 3D graphics.
They're basically only ever used in graal for pretty light effects and movement systems.
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I was thinking I'd need to use cos and sin for the melee system I need to make. Rather than hit right in front of the player, damage is done to everything that's in the sector in which the sword moves. |
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