**y = sin(x)**. Here is a more useful variation of the sine function as demonstrated in the Ocean Waves demo:

**y = A * sin(K*distance - F*time + S)**

- A = amplitude
- K = angular frequency
- F = time frequency
- S = shift

The Point Light demo from Part 1 sets the light source position's Z-coordinate using a simple sine function and then calculates the X- and Y-coordinates as sine functions using the computed Z value as the distance parameter. The Ocean Waves demo combines multiple sine waves to achieve the illusion of irregularity (not all waves in the ocean are the same height and hit shore at the same regular time interval). For example, to apply the effects of

**y = sin(x)**and

**y = 12 * sin(3x)**, we can simply write

**y = sin(x) + (12 * sin(3x))**. Observe that the two functions are added together. Watch the web preview of Combining Sine Waves to see the concept in motion.

I hope this post encourages you to investigate some potential uses of sine/cosine functions, as well as return to Part 1 if you missed the demo programs. It seems some things we learned in high school actually

*did turn out to be useful*!