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  3. proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

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  • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

    proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

    now nobody will be confused which axis is up

    (note: proposal is tongue-in-cheek)

    dsilverz@catodon.rocksD This user is from outside of this forum
    dsilverz@catodon.rocksD This user is from outside of this forum
    dsilverz@catodon.rocks
    wrote last edited by
    #7

    @eniko@mastodon.gamedev.place Inspired by Kerbal Space Program and flight simulators, I'd suggest pitch/roll/yaw for rotation as well.

    1 Reply Last reply
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    • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

      @ratsnakegames those are 2d so x/y works but h/v also works i suppose

      ratsnakegames@mastodon.socialR This user is from outside of this forum
      ratsnakegames@mastodon.socialR This user is from outside of this forum
      ratsnakegames@mastodon.social
      wrote last edited by
      #8

      @eniko yeah but you can't use the same letter twice

      ratsnakegames@mastodon.socialR 1 Reply Last reply
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      • ratsnakegames@mastodon.socialR ratsnakegames@mastodon.social

        @eniko yeah but you can't use the same letter twice

        ratsnakegames@mastodon.socialR This user is from outside of this forum
        ratsnakegames@mastodon.socialR This user is from outside of this forum
        ratsnakegames@mastodon.social
        wrote last edited by
        #9

        @eniko (at least i always assumed they were UV coordinates because X and Y were already used for a vertex's 3d position)

        eniko@mastodon.gamedev.placeE 1 Reply Last reply
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        • ratsnakegames@mastodon.socialR ratsnakegames@mastodon.social

          @eniko (at least i always assumed they were UV coordinates because X and Y were already used for a vertex's 3d position)

          eniko@mastodon.gamedev.placeE This user is from outside of this forum
          eniko@mastodon.gamedev.placeE This user is from outside of this forum
          eniko@mastodon.gamedev.place
          wrote last edited by
          #10

          @ratsnakegames ohhh that's what you mean lol

          yeah idk why it's uv but i assume it is because xyzw were already taken

          eniko@mastodon.gamedev.placeE 1 Reply Last reply
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          • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

            proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

            now nobody will be confused which axis is up

            (note: proposal is tongue-in-cheek)

            dequbed@mastodon.chaosfield.atD This user is from outside of this forum
            dequbed@mastodon.chaosfield.atD This user is from outside of this forum
            dequbed@mastodon.chaosfield.at
            wrote last edited by
            #11

            @eniko sub-proposal to rename 'depth' to 'stabby' because it measure how close something is to stabbing you!

            1 Reply Last reply
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            • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

              @ratsnakegames ohhh that's what you mean lol

              yeah idk why it's uv but i assume it is because xyzw were already taken

              eniko@mastodon.gamedev.placeE This user is from outside of this forum
              eniko@mastodon.gamedev.placeE This user is from outside of this forum
              eniko@mastodon.gamedev.place
              wrote last edited by
              #12

              @ratsnakegames so actually if you use h/v/d then that opens up x/y for texture coordinates, perfect!

              1 Reply Last reply
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              • mdreid@mastodon.socialM mdreid@mastodon.social

                @eniko
                eXpand (gain width)
                Yeet (upwards)
                Zoom (away)

                jordan@sometimes.socialJ This user is from outside of this forum
                jordan@sometimes.socialJ This user is from outside of this forum
                jordan@sometimes.social
                wrote last edited by
                #13

                @mdreid @eniko thing is, I’m gonna remember this one

                1 Reply Last reply
                0
                • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                  proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                  now nobody will be confused which axis is up

                  (note: proposal is tongue-in-cheek)

                  oblomov@sociale.networkO This user is from outside of this forum
                  oblomov@sociale.networkO This user is from outside of this forum
                  oblomov@sociale.network
                  wrote last edited by
                  #14

                  @eniko «ok but which horizontal is which»

                  1 Reply Last reply
                  0
                  • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                    proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                    now nobody will be confused which axis is up

                    (note: proposal is tongue-in-cheek)

                    oblomov@sociale.networkO This user is from outside of this forum
                    oblomov@sociale.networkO This user is from outside of this forum
                    oblomov@sociale.network
                    wrote last edited by
                    #15

                    @eniko jokes aside, it's not a bad proposal. It's the same reason why I use row/col instead of x/y or i/j as indices in matrices.

                    jessechounard@hachyderm.ioJ 1 Reply Last reply
                    0
                    • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                      proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                      now nobody will be confused which axis is up

                      (note: proposal is tongue-in-cheek)

                      maia@mastodon.artM This user is from outside of this forum
                      maia@mastodon.artM This user is from outside of this forum
                      maia@mastodon.art
                      wrote last edited by
                      #16

                      @eniko i mean depth is already used for size in the z dimension, like width and height are for x and y, so it should’ve been obvious already

                      1 Reply Last reply
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                      • oblomov@sociale.networkO oblomov@sociale.network

                        @eniko jokes aside, it's not a bad proposal. It's the same reason why I use row/col instead of x/y or i/j as indices in matrices.

                        jessechounard@hachyderm.ioJ This user is from outside of this forum
                        jessechounard@hachyderm.ioJ This user is from outside of this forum
                        jessechounard@hachyderm.io
                        wrote last edited by
                        #17

                        @oblomov @eniko I avoid row/col because that's y/x (not x/y) and I have to stop and think about it every time.

                        oblomov@sociale.networkO 1 Reply Last reply
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                        • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                          proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                          now nobody will be confused which axis is up

                          (note: proposal is tongue-in-cheek)

                          gilesgoat@toot.walesG This user is from outside of this forum
                          gilesgoat@toot.walesG This user is from outside of this forum
                          gilesgoat@toot.wales
                          wrote last edited by
                          #18

                          @eniko What about row mayor / column mayor matrices 😐 ? ( and row / column vectors V * A or A * V ? )

                          1 Reply Last reply
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                          • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                            proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                            now nobody will be confused which axis is up

                            (note: proposal is tongue-in-cheek)

                            staringatclouds@mstdn.socialS This user is from outside of this forum
                            staringatclouds@mstdn.socialS This user is from outside of this forum
                            staringatclouds@mstdn.social
                            wrote last edited by
                            #19

                            @eniko

                            h/b/d - height/breadth/depth ?

                            1 Reply Last reply
                            0
                            • jessechounard@hachyderm.ioJ jessechounard@hachyderm.io

                              @oblomov @eniko I avoid row/col because that's y/x (not x/y) and I have to stop and think about it every time.

                              oblomov@sociale.networkO This user is from outside of this forum
                              oblomov@sociale.networkO This user is from outside of this forum
                              oblomov@sociale.network
                              wrote last edited by
                              #20

                              @jessechounard @eniko see, your problem is that you're using y for the row, which is obviously wrong 8-D

                              1 Reply Last reply
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                              • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                                now nobody will be confused which axis is up

                                (note: proposal is tongue-in-cheek)

                                gkrnours@mastodon.gamedev.placeG This user is from outside of this forum
                                gkrnours@mastodon.gamedev.placeG This user is from outside of this forum
                                gkrnours@mastodon.gamedev.place
                                wrote last edited by
                                #21

                                @eniko what about h / u / d for horizontal, yurizontal and depth ?

                                1 Reply Last reply
                                0
                                • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                  proposal: instead of using x/y/z for 3d coordinates, use h/v/d, horizontal, vertical, depth

                                  now nobody will be confused which axis is up

                                  (note: proposal is tongue-in-cheek)

                                  irina@critter.cafeI This user is from outside of this forum
                                  irina@critter.cafeI This user is from outside of this forum
                                  irina@critter.cafe
                                  wrote last edited by
                                  #22

                                  @eniko h/v/d, obviously standing for height, vvidth, and distance-

                                  1 Reply Last reply
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