So I did try to use what I learned from this lecture to make some platforms and it did work pretty well.

And here is code for platforms:

I was kinda surprised by how easy it was to make.

So I did try to use what I learned from this lecture to make some platforms and it did work pretty well.

And here is code for platforms:

I was kinda surprised by how easy it was to make.

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I’m so happy you got it to work Keep it up and it will only get easier.

Great work @Mikapo. Using sin waves for platforms is a classic!

Now you know how to construct them you’ll be finding a million an one places to use them in your games.

Hello Gary and Team,

Thank you for this math course. I have also applied the sine wave principle to my test project. I have a question regarding the code implementation: should we also be mindful of `DeltaTime`

in our Sin function, since the FPS count varies from one PC to another? If so, where should we put it?

In my implementation, I use the sin function to create an offset and then add that to the new location. I believe if you multiply this offset with DeltaTime it will be FPS independent.

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I was stuck on this for a while but this is what I came up with…What tripped me up is that I was getting the platform position on tick so when I would update the Amplitude and Frequency they would give me undesired results. Ex. I increased the Amplitude but then the platform wouldn’t reach the desired position. Also I totally forgot that we needed to throw in a constant updating value in our sine.

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