Trigonometry for Game Development: Vectors, Angles & Radians

Added:

Reflecting Vectors
Mesh Surface Area
Local Space Drawing
Angles and Radians
Angle to Vector
Trig to Dot Product
Triangle Solving
Vector to Angle
Camera Framing Example
The Lost Determinant

Reflecting Vectors

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Playing Section
  • 1

    Uses the dot product for vector projection onto a surface normal in 2D/3D.

  • 2

    Doubling the projection creates displacement to mirror the incoming vector.

Basic Cartesian coordinate systems (2D grids, X and Y coordinates, and plotting points).
Fundamental geometry concepts, specifically right-angled triangles and the Pythagorean theorem.
Introductory algebra, including solving simple equations and working with variables.
Basic programming literacy, such as understanding variables, functions, and basic arithmetic operators in code.
Vector mathematics in 3D space, including dot products, cross products, and 3D rotations.
Procedural animation techniques, such as using sine and cosine waves for wave motion, floating effects, and simple character cycles.
Game physics implementation, including projectile trajectories, angular velocity, and basic collision detection/resolution.
Matrix transformations (translation, rotation, scaling) and an introduction to Quaternions for 3D game engines.
120.7K views2.9Klikes3:06:01@acegikmoOriginal Release: 2020-11-09

Trigonometry is essential for game development as it enables conversion between angles and vectors using sine, cosine, and tangent functions. The unit circle (radius = 1) provides the foundation where cosine gives the x-coordinate and sine gives the y-coordinate of a vector at a given angle. Radians are preferred over degrees for mathematical calculations because they simplify formulas, with a full turn equaling τ (approximately 6.28, or 2π). The dot product between two normalized vectors equals the cosine of the angle between them, while the determinant (2D cross product) gives the sine of the angle and helps determine left/right orientation. These concepts are applied in practical scenarios like calculating camera field of view, determining angles between vectors, and solving right triangles using SOHCAHTOA (sine = opposite/hypotenuse, cosine = adjacent/hypotenuse, tangent = opposite/adjacent).