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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 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
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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
        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
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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
                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
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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
                            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
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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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