I never think about Why the circle motion C coordinate is relative with Cos until I watch this video. Your explain so clear and very suitable for all programmers and math lovers.
Absolutely amazing! With these tips I compressed my code from 50 lines to only one line, thank you so much! note: I used Time.deltaTime instead of Time.time and that made the frequency way faster and jittery so if anyone struggles with the same problem just switch the time value as shown in the video.
Fantastic! I never thought I would appreciate math so much. I wish my high school math teach could have explained things this way. Love the math series, the level of detail, and how you are applying it in real life development. Keep 'em coming and thank you!
Wow! I never thought I'd actually understand this! Thank you! I'd love to learn how to work with these algorithms so I can create more complex movement. Thank you!
Hi Jonathan , I just wanted to say thank you for these tutorials, they're incredibly useful and a lot of fun. I've been working through all your Udemy courses and they've really helped me become a competent developer. Keep up the great work and I would love more math videos!
Fantastic, thank you. Love your courses, and your method of teaching, you have an excellent way of explaining things in a progressive and effective way. Please tell me you have more of these math tutorials coming out (or even better, a course as part of your series)
Another great video, presented in an easy to understand and enjoy manner. This series is spectacular, it belongs on your paid udemy course, btw those are great too. Can't wait to see the next one, cheers.
Any chance you can show us how to create a color spectrum that we can use as a power meter? So it would go from green to red depending on how fast we move the mouse to hit the ball or how loudly we talk into the microphone?
It would be more efficient to use a taylor series with less terms tough. If you have a lot of ghosts levitating it could create lag altough I am not sure how bad. With just a few terms you already get pretty close.
What if i wanted it relative to the position i allready assigned? Like, right now it's bound to revolve around 0 x and 0 y. If i want whatever x/y i moved it to in editor + revolve?
I really was worried about Sin(x) and Cos(x) before watching your tutorial, this sin(x) and cos(x) moving ghost lets say vertically or horizontally what if we want to move it "in or out" it would be more convenient if i say on Z direction
great tut,but I have a question!) When we use circular movement transform position starting at the right point of out x variable,how can I make it start from the original position?
This is awesome! Thank you. Two questions. Why did you use Time.time instead of deltaTime and is there a reason you start your variables with underscores?
Time.Time is how long the game has been running. It's a continuous incrimental timer. Time.deltaTime is the time it takes between frames. Often used to smooth things out. I use underscores on private variables. It's a microsoft standard. When you're 1,000 lines of code deep, seeing the underscore tells you it's a private variable
here's my modded cube from Unity Learn using randomized sinewaves if anyone wants to have a gander. public class Cube : MonoBehaviour { public MeshRenderer Renderer;
//rotation public float xRot, yRot, zRot, wRot; public float rotSpeed; //sinwave positioning public float xPos, yPos, zPos; public float xAmp, yAmp, zAmp; public float xFeq, yFeq, zFeq;
Thanks a lot for your videos, they are all very helpful! I'm having an issue with a strafing movement and came up to this one. This seams to be the path where I should go but can't figure out how to apply this to my problem. Would you mind having a look and hopefully put me on the right track? Here is the link: forum.unity.com/threads/strafing-movement-with-lookat-enemy.866725/
3:25 Erm... That, sir, is a "right-angled" triangle. All triangles are "right"... if you're doing them "wrong", they're not triangles at all. Good day!
@@gamedevhq At 4:05: in maths, you should really curl your x as if it were a backward "c" and "c" together. Otherwise it just looks like a multiplication sign. I believe these things are important when you're teaching.
Have a tutorial suggestion? Let me know here in the comments and join our discord! discord.gg/Sk4M3Y3
about physics, Newton's laws of motion and how to apply into Unity
@@angeldiaz7554 Great suggestion!
long playlist on applying calculus with unity
about gear shifting were interresting
If you could do a raycasting toturial I think that would be amazing!
Dude this was perfect, I keep seeing sin and cos used in Unity tutorials where they don't bother to stop and explain them at all, this helps so much.
I am confused why this channel is not ahead of every other!!!!
+1000 thumbs for this! 20 years later and now I finally understand how Sin and Cos are used for creating animation for games! =)
I never think about Why the circle motion C coordinate is relative with Cos until I watch this video. Your explain so clear and very suitable for all programmers and math lovers.
fun fact: you can easily make a weapon/head bob animation with sin waves instead of making an animation with blendspaces
Today I Understand this very deep Thank Jason Weinberger this is the best math series I ever come across you deserve more subscriber
Absolutely amazing! With these tips I compressed my code from 50 lines to only one line, thank you so much! note: I used Time.deltaTime instead of Time.time and that made the frequency way faster and jittery so if anyone struggles with the same problem just switch the time value as shown in the video.
Fantastic! I never thought I would appreciate math so much. I wish my high school math teach could have explained things this way. Love the math series, the level of detail, and how you are applying it in real life development. Keep 'em coming and thank you!
Thanks for watching, mate! More to come! :)
Great tutorial. Thank you for using C# naming conventions and not needlessly giving the floats public access.
this is cool - I adapted mine to show the angle too as it goes around
cant watch another video without letting know u tht u r the best teacher
So far it looks nice I'm still attempting to understand all the different uses
Wow! I never thought I'd actually understand this! Thank you! I'd love to learn how to work with these algorithms so I can create more complex movement. Thank you!
more about this topic please. your course is very to understand.. you’re the best
Thank u so much sir it's really helpful we need more math
I watched a lot more videos and couldn't get it, but now I feel they are so easy 😂
Thanks a lot
thank you for this
currently learning your survival guide on unity
thanks for providing the graph and paint, helped me visualize :D
Hi Jonathan , I just wanted to say thank you for these tutorials, they're incredibly useful and a lot of fun. I've been working through all your Udemy courses and they've really helped me become a competent developer. Keep up the great work and I would love more math videos!
Thanks Craig! That's awesome. More math videos to come! :)
Woah! I now understand sin and cos! Thanks man, much appreciated!
Very clear explanation. Thank you!
I love your detailed explanation. Thank you so much
we need more video like this plsss
Ohhh man thank you! I don't know any math, but i understood most of your lesson! Great job my bro! Thanks!
This video is a godsent ! Thank you very much. Very clear and professional.
That was god damn brilliant, I wish you had more these lessons about mathf tricks and how to use other methods in games.💪💪💪
Please make more of these
I like how hes recording this at 1 am
Great content! Thxs alot for the these tutorials.
Really u deserv more views u made this sooo easy to understand. Thank you GameDevHQ I will subscribe and support u!
Ughh, hate that I forgot my Trig lol, but this was a perfect tutorial to give me exactly the info I needed. Thanks!
this is really awesome knowledge! Please continue working on this.
Thanks! would like more math videos
Great tutorial man!
Please more math videos, I love it!!!!
Hey if you re having a problem about viewing the video change the quality .
Thank u sm, this really helped me out!!!!
Amazing Tutorial, Superb.
Thanks its nice, it just refresh my maths skills
It was really helpful, keep up the good work
Fantastic, thank you. Love your courses, and your method of teaching, you have an excellent way of explaining things in a progressive and effective way. Please tell me you have more of these math tutorials coming out (or even better, a course as part of your series)
Your tuts are so good.
Shame about the low view count.
I’ll be sure to share it.
From math perspective, this is really ruined my understanding of "waving" , but in good terms . This video sort of expanding my imagination . Thanks !
Awsome tutorial 🥳
Great tutorial man, many thanks!
Thanks for making maths easy. Sir please make more video about maths.
Thanks for watching!
Another great video, presented in an easy to understand and enjoy manner. This series is spectacular, it belongs on your paid udemy course, btw those are great too. Can't wait to see the next one, cheers.
Excellent video
that useful, thank you so much
Amazing! We want more!
Thank you
its clear thak you buddy, i liked your video and also subscribe you channel
Amazing! started to love math!
nice that's really good!
Thx Sensei!
This helped a lot, I am make boids so I needed some ray casts in a circle :}
Thank you!
best video about this topic,thx you much
You're welcome!
Is there a similar video like this but with Abs?
mathf.abs(-1) = 1
mathf.abs(1) = 1
it just makes negative number positive
Great video. How about Lerp!!
We can definitely add a video for LERP.
Ty! Ty!
You are the best
Any chance you can show us how to create a color spectrum that we can use as a power meter? So it would go from green to red depending on how fast we move the mouse to hit the ball or how loudly we talk into the microphone?
Great suggestion! I'll add it to the list!
It would be more efficient to use a taylor series with less terms tough. If you have a lot of ghosts levitating it could create lag altough I am not sure how bad. With just a few terms you already get pretty close.
What if i wanted it relative to the position i allready assigned? Like, right now it's bound to revolve around 0 x and 0 y. If i want whatever x/y i moved it to in editor + revolve?
More please
gamedevhq.com/video-page
thank you oh good man!!!
Awesome
This is so cool, thanks!!
One question, which one is better in terms of performance: Animation or Sin/Cos or tween?
Cool!
Obrigada! ótimo vídeo.
I really was worried about Sin(x) and Cos(x) before watching your tutorial, this sin(x) and cos(x) moving ghost lets say vertically or horizontally what if we want to move it "in or out" it would be more convenient if i say on Z direction
great tut,but I have a question!) When we use circular movement transform position starting at the right point of out x variable,how can I make it start from the original position?
Hey Great video, how do I change value from 1 to 0 only , instead of 1 to -1
lol, that's not how sine waves work
This is awesome! Thank you. Two questions. Why did you use Time.time instead of deltaTime and is there a reason you start your variables with underscores?
Time.Time is how long the game has been running. It's a continuous incrimental timer. Time.deltaTime is the time it takes between frames. Often used to smooth things out.
I use underscores on private variables. It's a microsoft standard. When you're 1,000 lines of code deep, seeing the underscore tells you it's a private variable
@@gamedevhq Awesome! Thanks!
Your are awesome
why the object always go to zero positi
i'm coding AI
Helpful, thanks, sub+
Where is it?
Hey this is so nice. I just wonder if I can control all of my objects with a single script or do I have to attach this script to all my platforms? :)
I sorta had a solution but al the objects go to the 0 point of the Y axis of the scene. But at least they all float.
here's my modded cube from Unity Learn using randomized sinewaves if anyone wants to have a gander.
public class Cube : MonoBehaviour
{
public MeshRenderer Renderer;
//rotation
public float xRot, yRot, zRot, wRot;
public float rotSpeed;
//sinwave positioning
public float xPos, yPos, zPos;
public float xAmp, yAmp, zAmp;
public float xFeq, yFeq, zFeq;
void Start()
{
fnRandomize();
transform.position = new Vector3(xPos, yPos, zPos);
transform.localScale = Vector3.one * 1f;
Material material = Renderer.material;
material.color = new Color(0.5f, 1.0f, 0.3f, 0.4f);
}
void Update()
{
fnTransform();
fnRotation();
}
public void fnRandomize()
{
xPos = Random.Range(-1.0f, 1.0f);
yPos = Random.Range(-1.0f, 1.0f);
zPos = Random.Range(-1.0f, 1.0f);
xRot = Random.Range(-1.0f, 1.0f);
yRot = Random.Range(-1.0f, 1.0f);
zRot = Random.Range(-1.0f, 1.0f);
xFeq = Random.Range(.1f, 2f);
yFeq = Random.Range(.1f, 2f);
zFeq = Random.Range(.1f, 2f);
xAmp = Random.Range(1f, 20f);
yAmp = Random.Range(1f, 20f);
zAmp = Random.Range(1f, 20f);
}
public void fnTransform()
{
xPos = Mathf.Sin(Time.time * xFeq) * xAmp;
yPos = Mathf.Sin(Time.time * yFeq) * yAmp;
zPos = Mathf.Sin(Time.time * zFeq) * zAmp;
transform.position = new Vector3(xPos, yPos, zPos);
}
public void fnRotation()
{
transform.Rotate(xRot, yRot, zRot);
}
}
Somebody's been taking Penny de Byl's courses.
Ha. I've never actually taken a course from her, but we're friends! :)
👍
😃👍
Thank God for 1.5x speed
пиздец, как учится unity, когда все видео иностранные
Thanks a lot for your videos, they are all very helpful! I'm having an issue with a strafing movement and came up to this one. This seams to be the path where I should go but can't figure out how to apply this to my problem. Would you mind having a look and hopefully put me on the right track?
Here is the link: forum.unity.com/threads/strafing-movement-with-lookat-enemy.866725/
unity says that mathf doesn't exist
Maths ! Not Math ... grr
when did it change?
3:25 Erm... That, sir, is a "right-angled" triangle. All triangles are "right"... if you're doing them "wrong", they're not triangles at all. Good day!
nope
@@gamedevhq At 4:05: in maths, you should really curl your x as if it were a backward "c" and "c" together. Otherwise it just looks like a multiplication sign. I believe these things are important when you're teaching.
@@lozD83 nah
@@gamedevhq ...How about pronouncing "axis" correctly?
@@lozD83 nerd