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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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  • 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
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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
                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
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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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