Author Topic: [#, #, #]  (Read 5221 times)

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What exactly does this mean in terms of direction?  I'm pretty sure it can be read as:

First term = x
Second term = y
Third term = z

Thus coordinates,

[X,Y,Z]

In the events system, say on setVelocity, you get the three output boxes, and I was wondering exactly what directions these were.  As in something like:

x positive = east
x negative = west
y positive = north
y negative = south
z positive = up
z negative = down

Are these correct?

I think you have the right idea. I don't precisely know what you're talking about, but it looks right.

Could you include an example event line? Also, why is this in coding help?

I think you have the right idea. I don't precisely know what you're talking about, but it looks right.

Could you include an example event line? Also, why is this in coding help?

I've been using it in learning JS a little (yeah, I know this is TS problems, but still coding), general discussion is all Blockland related (might work, but idk), and off topic seemed too far off.  Might be wrong here though too.  Idk.

I'll go get a screenshot.

This is what I was wondering about.




It depends on the engine you're using, but in Blockland the East/West axis is the X axis and the North/South axis is the Y axis. Up and down is Z.

the East/West axis is the X axis and the North/South axis is the Y axis. Up and down is Z.

This is really the best way to do it. It bothers me that Minecraft swaps Y and Z.

This is really the best way to do it. It bothers me that Minecraft swaps Y and Z.
i'm like 99% sure that's how math does it too

i'm like 99% sure that's how math does it too

The usual (x, y) plane was what I was used to.  I was pretty sure that 3-dimensional objects on a plane would have to have another plane.



Yep.

for clarity, i meant x y on horizontal, z is up and down

pretty sure math does it that way


i think people get confused cause you usually see x and y on a whiteboard or something, so y is going "up" and old habits die hard by the time they even learn about z, so they just chuck it in the other direction ("out" from the board)

Z is the standard for up/down. X and Y are meant to be horizontal coordinates, and adding the third dimension moves upwards from that.

there was a hugeass argument about this with okay points being made in a topic i made a while ago in add-ons... client_gps, i think it was

http://forum.blockland.us/index.php?topic=183925.0
of particular note is phydeoux's response with pictures
« Last Edit: January 08, 2014, 02:32:35 PM by Lugnut »

Yes, the use of Y as up was (and still is) used in the filmmaking business and related things because of how things are viewed on a screen. For general purpose traversable space the standard is Z being up.

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Z is the standard for up/down. X and Y are meant to be horizontal coordinates, and adding the third dimension moves upwards from that.

Not correct, in OpenGL (the base Rendering API for Mac/Linux and most Windows software) Z is defined as going into the camera, and each vertex is defined by a set of the three coordinates which you can see here.



-Z is defined as going into the camera.

Although you can't really define any of these by East/West/North/South whatever, because as the rotation matrix changes your perspective will change,  and I don't know if in Blockland there is a static North.

Did I not say for general traversable space the standard is Z being up? Camera-based coordinates fall into "other related things" from my previous post.

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Did I not say for general traversable space the standard is Z being up? Camera-based coordinates fall into "other related things" from my previous post.

Yes, of course you did. Your character exists and is defined by the same standard of coordinates that your camera is. They belong to the same space.