# Tutorial - Trigonometry In Gaming

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• I just made a tutorial on trigonometry in gaming situations, such as 360 degree shooting, for a few people who asked about it.
People who don't know trig yet might see the concept as rather scary, so I simplified it, and made it easier to understand why the things work the way they do. If you want to learn 360 degree shooting and the like, I strongly suggest you use this tutorial.
20 frames, several examples, including:

360 Degree Shooting
Satellites
Dynamic Satellites (change radius and speed)
Sine/Cosine Waves
Dynamic Waves (control position, frequency, and amplitude)
Moving Waves
Dynamic Moving Waves (control position, frequency, amplitude, and speed)
Racecar

The examples are commented.
Oh, also note that no obscure extensions are used. It uses actives, strings, and buttons. This should work in TGF2 as far as I know.
Have fun!

-Eliyahu

Hopefully an admin will allow this in the Tutorial section of the site, as I designed it for there.

## Files

• Extremely well done tutorial! I can tell you worked hard to make this easy for others to understand and be cool at the same time

My favorite is on the frame with the moving dynamic sine wave. Set the frequency to 20. Which way do you see it moving? I can see both

Working as fast as I can on Fusion 3

• I like that one too It's very fun to play with!

Frequency 36 will give you a spinning double helix.
Frequency 40 looks like Newton's Cradle in a way. Fun to watch

There's a lot of playing around to be done in this tutorial, I encourage it!

And thanks for the compliment!

• Awesome thanks! Haven't had a chance to look at it yet, but this will be a big help. I'm not very good with math so this should be exactly what I need.

• Hehe no problem. It's basically for people who are either young and not very far in math, or anyone who just kind of avoided trig? I don't think that's possible in today's education, in the US, for sure. So yea if you never covered Trigonometry, this will give you the basics. If you find any problem understanding it, just PM me. I know I can sometimes be awful at explanations, but I did the best I could.

Sometimes it's just annoying to repeat the same thing, so you simplify it and leave out something small, then someone will miss that one tiny thing you left out. But I hope I did well this time!

• Very nice!

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• Heh, you didn't even mention my Bullet360 object x)

Nice tut btw!

• Thanks Eliyahu. You're tops for doing this, and I had to go pee because I was so overly joyed

Marv

458 TGF to CTF 2.5+ Examples and games

• Just to confirm it does work in TGF2 too - excellent tutorial

I discovered something a bit weird though, in the "Race Car" example, if you keep pressed forward + left / right, I would expect the car keeps driving in circles - instead the path on which it moves slowly drifts away (ie if you keep driving in circles after a while the "car" will exit out of the screen). Is this intentional?

• Consider that we are using integer positions, the one of MMF2. If you used floats for position, an xPos and yPos alterable value set in the racecar, you would have more accurate movement. I assume this issue is just the issue with rounding. If Sin(x)*30 or whatever is 27.5, we only add 27, so you can see how truncating it to an integer can cause a small margin of error.

• I love people like you, Eliyahu. Seriously. You justify the existence of the Internet.

• Approoved!

I'm the Original Dragonguy! It's true, I really am the Original Dragonguy bigger and better than ever!

• Now is how a proper tutorial should be done!