the temple of game dev mathematics.

post useful math tricks for realtime graphics here.

val = math.cos((obj.worldTransformvertex.xyz).magnitudescale)

rings radiating from 0,0,0 use scale multipier to adjust wavelength

in nodes

geometry [worldPosition] [seperate rgb] [ [absolute val of x ] add [absolute val y] add [absolute val z] ] - math cos

multiple levels of these add to interference patterns

I am really, really bad at maths, but the secret to most of the physics stuff I want to do involves subtracting 2 world positions (player, target object) and finding the cross product of that and the targets world vector. I wish I understood more about what I am doing here beyond copy/paste/it works!

Edit: oh graphics? In that case nevermind…