Hi there, Hugo! Yes, using radians in math-related softare is common, but not in games. It will simply add a call the math.degrees for every call and to increment the angle you'd have to convert it back, or be forced to use radians in the game. If you're drawing using OpenGL or any rotational transformations it will be a lot of calls. I see it as more comfortable when the angles use degrees since graphic drawing is more common than in a game than asin/atan calls. It will also be a miniscule performance enhancenment to do this in C rather than Python which will add up if you do this conversion many times for each polygon you draw. :)
So, it's more comfortable to use degrees and it's better suited for use with graphic libraries, which mostly use degrees, including pygame.transform.rotate. /Peter On 2008-08-15 (Fri) 15:39, Hugo Arts wrote: > most of python's math functions like asin en atan (from math) return > their values in radians, and sin and tan take their arguments as > radians. So using radians is more common than degrees. > Conversion is also pretty trivial, using math.radians and math.degrees. > > Hugo > > On Fri, Aug 15, 2008 at 6:53 AM, Peter Gebauer > <[EMAIL PROTECTED]> wrote: > > Hi! > > > > Hm, I've been experimenting a bit now and I wonder about the > > body.rotation, it's using radians. Wouldn't it make more sense to use > > degrees in the API for all angle values? > > > > On 2008-08-14 (Thu) 21:35, Marcus von Appen wrote: > >> On, Thu Aug 14, 2008, Peter Gebauer wrote: > >> > >> [...] > >> > Too early for a wishlist? :) > >> > >> No, but do not expect it to be implemented within the next days > >> ;-). We'd be happy to discuss and put your wishes on the TODO list. > >> > >> Regards > >> Marcus > > > > > > >