Learning

Trigonometry for Games and Graphics · Reference

Glossary

The canonical vocabulary for this course — one tight definition per term.

The shared language for this course. Every lesson uses these words and no synonyms, so the vocabulary compresses rather than sprawls.

Terms are added here once you can use them correctly — not when they are first introduced. A short glossary is a truthful one.

Angles

Radian: The angle whose arc along the rim equals the radius. A full turn is 2π radians. Avoid: Rad measure, natural angle

Degree: One 360th of a full turn. A display and API unit only — never the unit you calculate in. Avoid: Deg, angle (unqualified)

Turn: One complete revolution: 360°, or 2π radians. The unit to think in when spacing things evenly around a circle. Avoid: Revolution, cycle, loop

The circle

Unit circle: The circle of radius 1 centred at the origin. The reference frame in which every angle has a single unambiguous point. Avoid: Trig circle, reference circle

Cosine (cos θ): The x-coordinate of the point at angle θ on the unit circle. Always between −1 and 1. Avoid: Adjacent over hypotenuse

Sine (sin θ): The y-coordinate of the point at angle θ on the unit circle. Always between −1 and 1. Avoid: Opposite over hypotenuse

Quadrant: One of the four quarters of the plane, numbered I to IV counterclockwise from the upper right. Determines the sign pair of cosine and sine. Avoid: Corner, region

Motion

Unit vector: A vector of length 1, carrying direction and no magnitude. (cos θ, sin θ) is the unit vector pointing at angle θ. Avoid: Normalised vector, heading vector, direction (unqualified)

Screen space: A coordinate frame in which +y points downward, as in raylib and LÖVE. Angles still obey (cos θ, sin θ), but a growing θ appears to sweep clockwise. Avoid: Y-flipped space, image coordinates

Ambiguities resolved