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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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  • 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
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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

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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
                  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
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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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