Alright, there are these math functions that I don't know anything about. Even the wiki doesn't give too much context on them.
Here are the functions I'm talking about:
math.acos math.asin math.atan math.atan2 math.clamp math.cos math.cosh math.exp math.fmod math.frexp math.ldexp math.log math.log10 math.modf math.noise math.randomseed math.sign math.sin math.sinh math.tan math.tanh
I recommend you watch TheDevKing's video.
https://www.youtube.com/watch?v=seDPjYY4Gsw
Hi aHumanWhoExists68!
math.acos(x): Returns the arc cosine of x.
math.atan(x): Returns the arc tangine of x.
math.atan2(y, x): Arc tangent of two numbers. ATAN2(y,x) returns the arc tangent of the two numbers x and y. It is similar to calculating the arc tangent of y / x, except that the signs of both arguments are used to determine the quadrant of the result. The result is an angle expressed in radians.
math.clamp(x, y, z): Returns x, making sure that it is higher than y and lower than z. If x is lower than y, x will be equal to y. Similarly, if x is higher than z, x will be equal to z. (if i am correct)
math.cos(x): Returns the cosine of x.
math.cosh(x): Returns the hyperbolic cosine of x.
math.exp(x): Returns e^x.
math.fmod(x, y): Returns the remainder of x/y.
math.frexp(x): Returns m and e such that x = m*2^e, e is an integer and the absolute value of m is in the range [0.5, 1) (or zero when x is zero).
math.ldexp(x, e): Returns m*2^e (e should be an integer).
math.log(x, y): Returns the logarithm of x using y, or the mathematical constant e if no base is provided (natural logarithm).
math.log10(x): Returns the base 10 logarithm of x.
math.modf(x): Returns two numbers, the integral part of x and the fractional part of x.
math.noise(x, y, z): Returns a perlin noise value between -1 and 1. If you leave arguments out, they will be interpreted as zero, so math.noise(1.158) is equivalent to math.noise(1.158, 0, 0) and math.noise(1.158, 5.723) is equivalent to math.noise(1.158, 5.723, 0).
The function uses a perlin noise algorithm to assign fixed values to coordinates. For example, math.noise(1.158, 5.723) will always return 0.48397532105446 and math.noise(1.158, 6) will always return 0.15315161645412.
If x, y and z are all integers, the return value will be 0. For fractional values of x, y and z, the return value will gradually fluctuate between -0.5 and 0.5. For coordinates that are close to each other, the return values will also be close to each other.
math.randomseed(x): Sets x as the seed for the pseudo-random generator: equal seeds produce equal sequences of numbers.
math.sign(x): Returns -1 if x < 0, 0 if x == 0, or 1 if x > 0.
math.sin(x): Returns the sine of x.
math.sinh(x): Returns the hyperbolic sine of x.
math.tan(x): Returns the tangine of x.
math.tanh(x): Returns the hyperbolic tangine of x.
Some of these may be quite difficult to understand! I honestly have no idea how you would use these in a game, but those are the definitions.
I got most of my definitions here.
Sincerely, LennyPlayzYT