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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)

    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
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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
                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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