Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Cyborg)
  • No Skin
Collapse
Brand Logo

CIRCLE WITH A DOT

  1. Home
  2. Uncategorized
  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

Scheduled Pinned Locked Moved Uncategorized
22 Posts 14 Posters 73 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
                          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)

                            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
                              0
                              • R relay@relay.infosec.exchange shared this topic
                              Reply
                              • Reply as topic
                              Log in to reply
                              • Oldest to Newest
                              • Newest to Oldest
                              • Most Votes


                              • Login

                              • Login or register to search.
                              • First post
                                Last post
                              0
                              • Categories
                              • Recent
                              • Tags
                              • Popular
                              • World
                              • Users
                              • Groups