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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 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
    #1

    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)

    ratsnakegames@mastodon.socialR gbargoud@masto.nycG mdreid@mastodon.socialM dsilverz@catodon.rocksD dequbed@mastodon.chaosfield.atD 12 Replies Last reply
    1
    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)

      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
      #2

      @eniko what's your proposal for UV coordinates?

      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)

        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
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