...For Code, not Math... Instead, we can use cos & sin to code orbital movement, such as what you see in this example. The red dot uses cos and sin to orbit the blue dot. The degree (we can't use radians) is literally the direction of the red dot. So as the direction of the dot changes, so does its location in such a way that it orbits. Green is sin (not cos). Sin is essentially the y value while cos is the x value, however, in code, they can be used either-or. It will still move in an orbital motion, just the opposite direction. Then the cos & sin are multiplied by the Distance from Point so that the orbit can actually be visible. The orbital speed determines how much the dot turns per code thing, which therefore determines how fast the values of cos & sin are increasing/decreasing and therefore how fast it orbits.