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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)

    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»

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          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

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              • 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
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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)

                    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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