With math-defined motion, you have a great deal of flexibility, and you can adjust the behavior at runtime by varying the equation or the inputs. The downside is that it is time consuming to create animations, and they are not very flexible in terms of adjusting the motion procedurally. With an animation, you can get very precise positioning and motion, and at runtime it is cheap to play the animation compared to performing math functions. There are advantages and disadvantages to both approaches. Wave motion may be accomplished by “faking it” with a sprite animation, but it can also be easily created using trig functions. Wave motion faked through animated sprite.
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