i genuinely do not understand how a video this good can have less than 100 views (84 at the time of writing) this is a great intro to trig, you deserve way more recognition
Thank you very much, I spend a lot of time deciding how I'm going to cover each topic, so your words mean a lot to me. And why less than 100 views? I guess I gotta start posting on reddit.
Thank you for your kind words, I really appreciate it--I still feel like a complete amateur at making videos so hearing that means a lot! And I'm glad you liked the video!
Yeah, I have to start posting on reddit or something lol! After starting to make these I understand why companies have social media positions--it's just a lot of time.
This video is great. I think using motion canvas would help increase the quality but I think what you have is charming in its own way. I like how fast paced everything is and still digestible. Younger me would've appreciated this video a lot when learning about trig.
I was also brought here by the algorithm. Normally I am not really the "comment writing person" but I have to say that this video was really well-made, and I had to complement you. I wish you the best of luck going forward. You've gained a new subscriber today :)
Love the video, but one thing has me confused at about 7:20 in the video; what do you mean by using the signs(sines?) of x and y to find Theta? Every way I've thonked about it, I can't figure out how.
Right, so, regular arctangent only ranges from -pi/2 to pi/2, i.e. just 180 degrees instead of the full 360. So if you want to figure out the actual angle you'd have to look at the signs of x & y (whether or not they're positive or negative). Or if you're using a programming language with a math library you should have access to an atan2 function that does all of that for you.
@@NatsuDev Okay NOW i think I get what's happening; you use normal arctan to get the limited -π/2 -> π/2 angle, then find out which quadrant it's in with the x and y, and then just find the angle that shares that tan with the result of arctan. Right?
Perfect! I'm trying to hit the highlights of all the topics I cover and show how they can be used. I just want to inspire people who might not like math but are interested in gamedev to give math a second chance.
I may be wrong, but I believe the arc length formula given is incorrect? Should be s=r*angle, or s=r* (angle/180) for degrees? π * 1 = π so I'll remove it for the unit circle, but as an example, let's try solving for an arc length for the half circle. That could be represented as 180°, 0.5, or π. π*π = 2π π*180 = 180π (or 2π if we convert) π*½ = ½π The correct answer is a length of π of course. Or, alternatively, 180. I may be misunderstanding though.
Mea culpa! Yes, the formula for arclength in radians would be arclength(theta) = radius * theta & if you want it in degrees it would be arclength(degrees) = radius * pi * (degrees/180). I think I had a brain fart while writing out the formula while listening my VO.
I think you can convert shoot direction vector to a unit vector(vector of length 1) then you don’t have to use sin and cos in order to achieve same bullet speed in all directions. Or may be i don’t get your idea… it is also might be computationally cheaper to normalize vector once instead of calling relatively expensive sin() and cos()
That's true, you can! But since I cover Linear Algebra & Vectors later on in this series and this video in particular just focuses on trig I didn't want to use a topic I haven't yet covered. As to what's computationally cheaper idk. I'm largely self-taught when it comes to CS. As long as the framerate's high enough I don't really sweat the small stuff.
Any better luck with the Kahn Academy Trig series I linked? I cover the greatest hits of Trig at breakneck pace whereas that series goes at an actually reasonable pace.
Wouldn't it be easier to use Vector math for the single shot instead of Trig? Just get the direction vector (mouse pos - player pos) normalized and then multiply that vector by your speed value.
That'd work & be easier for a single shot but since I also wanted to implement a shotgun-style spread as part of the hands-on demo, which requires trigonometry. Plus I cover vectors later on in the series, so I didn't want to use something I hadn't introduced yet.
Honestly, it's mostly psuedocode but I am using the C/C++ pointer symbols. Again, I want this to be the well-meaning shove that gets you to do this stuff for yourself! So use whatever language and/or engine you feel most comfortable with!
Those macaroons look great! And, wow you're extremely better at math than I am 😳if it weren't for widely available reference materials & tutorials like this, node-"coding", & code libraries, I think the math stuff would be way out for me, i've spent so little time learning maths except on an as needed or curiosity basis. The way I learn I'd have to dive deep for a long time to get math properly embedded, & mastered would take many years of course. Thats why Ive always been more the type that eyeballs things & tinkers until it feels right. 😜
Oh don't worry, I've spent years practicing & improving my math skills and I know a lotta people who absolutely smoke me. Thankfully for gamedev you can take little bites out of math as needed & there ARE great libraries that help--I'm a big fan node coding also! Whatever lets you get the hard stuff outta the way and lets you make a game! And I'm just as guilty as tinkering & eyeballing things as you are!
@@NatsuDev Hahaha! Thats great to know, thanks for the encouragement. I have dabbled in 3d for years slowly teaching myself as I get time/inspiration, the code area is wild & so unique, ive been dipping my toes into all the areas, only with learning as the goal since I dont often get the chance to use the skills just yet, except maybe in collateral & art for web projects sometimes. I hope to expand at some point though when inspiration strikes. I love seeing vid's like these because its always adding more bits to my mind map of it all. Thanks for posting & I wish you great luck with growing your channel and projects!💚
Thank you kindly! I'm glad I could help fill in the fuzzy parts of your mind map for you--great imagery by the way! It reminds me of how the monsters at the edges of old maps eventually got filled in with the actual geography there.
@@NatsuDev Yea, that is a cool effect for a game map, there's sort of a fog covering it until you explore an area some, I think that helps drive curiosity & keep people playing with a sense of adventure of what may be ahead. I can hardly wait until I have some time to tinker in UE again, its tons of fun creating! Thanks for the inspiration man, I hope your dev stuff is going great!
Ah, sorry about that! I always have a tough time dialing it in properly. I'd be happy to give you a pdf of script that includes the equations & works if that'd help☺
Here you go! drive.google.com/file/d/1cSorJdsOIFE0mcWSGR9ADJsPWp-bihtd/view?usp=sharing Let me know if you have any problem accessing the file or any questions regarding the material covered!
e understand tNice tutorialngs in better depth. I didn't even realize i was just scratcNice tutorialng the surface with tNice tutorials DAW. I'm using soft and soft one and I
SOH CAH TOA!
I first took HS trig over a decade ago and I STILL do it 🤣
OH AH OA
HO HA AO
S C T
😂
all of a sudden high school math from years ago finally clicks in (loved watching this!)
Thank you so much, I'm glad you enjoyed it!
i genuinely do not understand how a video this good can have less than 100 views (84 at the time of writing)
this is a great intro to trig, you deserve way more recognition
Thank you very much, I spend a lot of time deciding how I'm going to cover each topic, so your words mean a lot to me. And why less than 100 views? I guess I gotta start posting on reddit.
i don't know, the guy talks to fast and the video and speech is not in sync. this is an intro, it shoud be way slower
@@Afreshio don't forget you can always rewind if you get lost! these kinds of videos aren't usually a view-once kind of deal
The algorithm recommended this to me! Thanks for the helpful video! Your channel deserves so much growth. Good on you
Thank you for your kind words, I really appreciate it--I still feel like a complete amateur at making videos so hearing that means a lot! And I'm glad you liked the video!
@@NatsuDev yeah! I was shocked at how few views you had. The quality is really good.
Yeah, I have to start posting on reddit or something lol! After starting to make these I understand why companies have social media positions--it's just a lot of time.
Underrated af, this is quality content.
Thank you very much!
So underrated Please keep making videos its so fun to watch Maths and how its implemented in games :) plus your voice is so relaxing
Thank you very much! I've got a few more math videos in the pipeline--one about Quaternions that I've been putting off for TOO LONG!
@@NatsuDev Can't wait to see it :) the effort you put into your videos is extremely evident. Good job! And as I've said I can't wait :)
Almost two minutes in, and I knew this would be fun to watch while learning.
Perfect!
This video is great. I think using motion canvas would help increase the quality but I think what you have is charming in its own way. I like how fast paced everything is and still digestible. Younger me would've appreciated this video a lot when learning about trig.
Huh! Never heard of motion canvas before--next time I make a video like this I'll give it a try. Thanks!
@@NatsuDevmotion canvas is an epic tool made by another gamedev on TH-cam
Really cool stuff
I was also brought here by the algorithm. Normally I am not really the "comment writing person" but I have to say that this video was really well-made, and I had to complement you. I wish you the best of luck going forward.
You've gained a new subscriber today :)
Thank you! I really did not this video to take off like it did, and I appreciate your kind wishes! I'll keep on putting out the good stuff for you!
Love the video, but one thing has me confused at about 7:20 in the video; what do you mean by using the signs(sines?) of x and y to find Theta? Every way I've thonked about it, I can't figure out how.
Right, so, regular arctangent only ranges from -pi/2 to pi/2, i.e. just 180 degrees instead of the full 360. So if you want to figure out the actual angle you'd have to look at the signs of x & y (whether or not they're positive or negative). Or if you're using a programming language with a math library you should have access to an atan2 function that does all of that for you.
@@NatsuDev Okay NOW i think I get what's happening; you use normal arctan to get the limited -π/2 -> π/2 angle, then find out which quadrant it's in with the x and y, and then just find the angle that shares that tan with the result of arctan. Right?
@@theveryloosegoose you got it!
Subscribed! This video gave me the right kind of A level maths flashbacks
Perfect! I'm trying to hit the highlights of all the topics I cover and show how they can be used. I just want to inspire people who might not like math but are interested in gamedev to give math a second chance.
Ok look the math was fine but I need those macarons
Sorry, but I'm afraid they're long gone!
Very much Needed
Loved this great intro to trig.
Thanks :D
wait what. i thought i was watching a huge youtuber until I heard at the end you were a small one. huh. great job
Haha, thanks! It was more true when this video first came out, I think back then I only had roughly fifty or so subs.
@@NatsuDev very nice. just keep up the quality and youll be golden. I know and respect the grind
I may be wrong, but I believe the arc length formula given is incorrect?
Should be s=r*angle, or s=r* (angle/180) for degrees?
π * 1 = π so I'll remove it for the unit circle, but as an example, let's try solving for an arc length for the half circle. That could be represented as 180°, 0.5, or π.
π*π = 2π
π*180 = 180π (or 2π if we convert)
π*½ = ½π
The correct answer is a length of π of course. Or, alternatively, 180.
I may be misunderstanding though.
Mea culpa! Yes, the formula for arclength in radians would be arclength(theta) = radius * theta & if you want it in degrees it would be arclength(degrees) = radius * pi * (degrees/180). I think I had a brain fart while writing out the formula while listening my VO.
This is genuinely so helpful tysm
Glad to hear it 😄
I think you can convert shoot direction vector to a unit vector(vector of length 1) then you don’t have to use sin and cos in order to achieve same bullet speed in all directions.
Or may be i don’t get your idea… it is also might be computationally cheaper to normalize vector once instead of calling relatively expensive sin() and cos()
That's true, you can! But since I cover Linear Algebra & Vectors later on in this series and this video in particular just focuses on trig I didn't want to use a topic I haven't yet covered.
As to what's computationally cheaper idk. I'm largely self-taught when it comes to CS. As long as the framerate's high enough I don't really sweat the small stuff.
@@NatsuDev i just got your video as recommended, didnt know vectors are not covered yet
Oh, don't sweat it! I'm gllad you really engaged with the example problem. The earlier ones are more straightforward with more advanced mathematics.
Wow, this is a very good quality video
Pleased you think so! But Hyper Light Drifter is so stylish it might be making it seem better than it really is ;)
I tried. I really tried.... but my brain doesn't math. I remain mathless and trig-poor.
Any better luck with the Kahn Academy Trig series I linked? I cover the greatest hits of Trig at breakneck pace whereas that series goes at an actually reasonable pace.
Wouldn't it be easier to use Vector math for the single shot instead of Trig? Just get the direction vector (mouse pos - player pos) normalized and then multiply that vector by your speed value.
That'd work & be easier for a single shot but since I also wanted to implement a shotgun-style spread as part of the hands-on demo, which requires trigonometry. Plus I cover vectors later on in the series, so I didn't want to use something I hadn't introduced yet.
Me in high school: I will never need trig in the real world. Why do I need to know this?
Me now: Oh.
What languages are you using?
Honestly, it's mostly psuedocode but I am using the C/C++ pointer symbols. Again, I want this to be the well-meaning shove that gets you to do this stuff for yourself! So use whatever language and/or engine you feel most comfortable with!
Would've been pretty funny if at the point where you're typing "circumference" you had typed "circumci..." and then corrected yourself :D
DANG! Missed the opportunity!
Technical point, but I believe they are macarons, not macaroons. Macaroons are larger soft coconut cookies without filling.
im bad at french :(
Those macaroons look great! And, wow you're extremely better at math than I am 😳if it weren't for widely available reference materials & tutorials like this, node-"coding", & code libraries, I think the math stuff would be way out for me, i've spent so little time learning maths except on an as needed or curiosity basis. The way I learn I'd have to dive deep for a long time to get math properly embedded, & mastered would take many years of course. Thats why Ive always been more the type that eyeballs things & tinkers until it feels right. 😜
Oh don't worry, I've spent years practicing & improving my math skills and I know a lotta people who absolutely smoke me. Thankfully for gamedev you can take little bites out of math as needed & there ARE great libraries that help--I'm a big fan node coding also! Whatever lets you get the hard stuff outta the way and lets you make a game! And I'm just as guilty as tinkering & eyeballing things as you are!
@@NatsuDev Hahaha! Thats great to know, thanks for the encouragement. I have dabbled in 3d for years slowly teaching myself as I get time/inspiration, the code area is wild & so unique, ive been dipping my toes into all the areas, only with learning as the goal since I dont often get the chance to use the skills just yet, except maybe in collateral & art for web projects sometimes. I hope to expand at some point though when inspiration strikes. I love seeing vid's like these because its always adding more bits to my mind map of it all. Thanks for posting & I wish you great luck with growing your channel and projects!💚
Thank you kindly! I'm glad I could help fill in the fuzzy parts of your mind map for you--great imagery by the way! It reminds me of how the monsters at the edges of old maps eventually got filled in with the actual geography there.
@@NatsuDev Yea, that is a cool effect for a game map, there's sort of a fog covering it until you explore an area some, I think that helps drive curiosity & keep people playing with a sense of adventure of what may be ahead. I can hardly wait until I have some time to tinker in UE again, its tons of fun creating! Thanks for the inspiration man, I hope your dev stuff is going great!
Great video! I enjoyed it a lot, but the background music is distracting and loud :(
Ah, sorry about that! I always have a tough time dialing it in properly. I'd be happy to give you a pdf of script that includes the equations & works if that'd help☺
@@NatsuDev thanks for that, keep making these useful videos and that is all I want 🔥
Here you go! drive.google.com/file/d/1cSorJdsOIFE0mcWSGR9ADJsPWp-bihtd/view?usp=sharing Let me know if you have any problem accessing the file or any questions regarding the material covered!
@@NatsuDev Thanks! 🌹🌹
Great video! Keep doing this. Just smashed the subscribe button)
Thank you very much! I'll keep on doing the best I can, just don't expect a video on differential geometry anytime soon ;)
e understand tNice tutorialngs in better depth. I didn't even realize i was just scratcNice tutorialng the surface with tNice tutorials DAW. I'm using soft and soft one and I
Glad I could help out, bud! Thanks!