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CIRCLE WITH A DOT

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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)

    gbargoud@masto.nycG This user is from outside of this forum
    gbargoud@masto.nycG This user is from outside of this forum
    gbargoud@masto.nyc
    wrote last edited by
    #3

    @eniko

    Make all of your coordinates using a radial system with the character as the origin point.

    Sure you need to recalculate the position of every object in the universe any time the character takes a step or turns and the lag would be horrifying but it's extremely unambiguous

    ratsnakegames@mastodon.socialR 1 Reply Last reply
    0
    • gbargoud@masto.nycG gbargoud@masto.nyc

      @eniko

      Make all of your coordinates using a radial system with the character as the origin point.

      Sure you need to recalculate the position of every object in the universe any time the character takes a step or turns and the lag would be horrifying but it's extremely unambiguous

      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
      #4

      @gbargoud @eniko ... except you still need two angles so order still matters

      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)

        mdreid@mastodon.socialM This user is from outside of this forum
        mdreid@mastodon.socialM This user is from outside of this forum
        mdreid@mastodon.social
        wrote last edited by
        #5

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

        jordan@sometimes.socialJ 1 Reply Last reply
        0
        • ratsnakegames@mastodon.socialR ratsnakegames@mastodon.social

          @eniko what's your proposal for UV coordinates?

          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
          #6

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

          ratsnakegames@mastodon.socialR 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)

            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
            0
            • 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
              0
              • 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
                0
                • 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
                  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)

                    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
                    0
                    • 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
                      0
                      • 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
                              0
                              • 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
                                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)

                                  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
                                  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)

                                    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
                                      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)

                                        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
                                          0
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