Why game development? It's useful everywhere! I have never found a genuine usage of atan(), it's always atan2() that is natural to use.
[ x, y ] ↦ [ atan2(y, x), π/2 − 2 atan(√(x² + y²)) ]
But atan per se comes up all over the place if you start doing much work with angle measures.
My favorite "looks simple but is hard" task is "given object position and angle and target position return +1 if the object should turn clockwise and -1 if the object should turn counterclockwise to face the target".
I've got it subtly wrong so many times and using atan2 only solves half the problems. Now I just copypaste it from my previous game :)
That is, if your direction is the vector (a, b), and the displacement to the target is the vector (c, d), you can compute ad – bc. If this quantity is positive turn left, else turn right.
The domain of a function is the set of all possible inputs. In particular, the domain of the inverse tangent consists of all real numbers.
The author means the range.
https://gowers.wordpress.com/2011/10/13/domains-codomains-ra...