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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

    @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

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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
        #14

        @eniko «ok but which horizontal is which»

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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)

          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
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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)

                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 ?

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                  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
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