OMG STOP OVERUSING LUA - Page 4

OMG STOP OVERUSING LUA

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

trepan wrote:I'd argue that OpenGL is "up" agnostic, it doesn't
really care what the Xs, Ys, and Zs refer to.

Note that it could be argued that OpenGL's default
"up" coordinate is Z, if you consider looking down at
the terrain as default view point (OpenGL's Z
defaults to the axis that is normal to the screen, ie:
in and out of the screen).
exactly, when all angles are zero, it looks down, thats why x,z,y as standard is bullcrap.
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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: OMG STOP OVERUSING LUA

Post by Tobi »

That's why we use x,y,z :regret:
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User avatar
TradeMark
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Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

StartPosX=1806;
StartPosZ=1481;
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Forboding Angel
Evolution RTS Developer
Posts: 14616
Joined: 17 Nov 2005, 02:43

Re: OMG STOP OVERUSING LUA

Post by Forboding Angel »

TradeMark wrote:
StartPosX=1806;
StartPosZ=1481;
Hahahaha!

So wait, we should introduce a Y into start positions so that commanding units spawn in midair? Good argument :-)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: OMG STOP OVERUSING LUA

Post by KDR_11k »

It's entirely arbitrary and even differs between the major 3D graphics packages (MAX and Maya).
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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: OMG STOP OVERUSING LUA

Post by Tobi »

TradeMark wrote:
StartPosX=1806;
StartPosZ=1481;
This works too:
StartPosZ=1481;
StartPosX=1806;
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User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

Forboding Angel wrote:
TradeMark wrote:
StartPosX=1806;
StartPosZ=1481;
Hahahaha!

So wait, we should introduce a Y into start positions so that commanding units spawn in midair? Good argument :-)
HAHHAHAHAAHAHHA what? no... fail troll.
Tobi wrote:
TradeMark wrote:
StartPosX=1806;
StartPosZ=1481;
This works too:
StartPosZ=1481;
StartPosX=1806;
This doesnt:
StartPosX=1481;
StartPosY=1806;
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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: OMG STOP OVERUSING LUA

Post by imbaczek »

and it won't.
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User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: OMG STOP OVERUSING LUA

Post by jK »

You can write some Lua to make it work. >_<
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User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

Make it work. or else...
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User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: OMG STOP OVERUSING LUA

Post by lurker »

The point, trademark, is that the coordinate system is ...,y,z,x,y,z,x,y,z,x,y,... no matter which way it faces.

DirectX prefers to use left-handed mode, where one axis is inverted and geometry cries.
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User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: OMG STOP OVERUSING LUA

Post by Caydr »

Lua is great, what's going to happen, some random guy makes a unilateral change that breaks every script that's ever been made? With no backwards compatibility? As if to say "I did this on a bet"?
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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: OMG STOP OVERUSING LUA

Post by trepan »

From an external app's perspective (ex: modinfo), that
still wouldn't matter as long as the unitsync interface is
being used to gather the information (ex: lua2php).
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User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

lurker wrote:The point, trademark, is that the coordinate system is ...,y,z,x,y,z,x,y,z,x,y,... no matter which way it faces.

DirectX prefers to use left-handed mode, where one axis is inverted and geometry cries.
AFAIK Spring uses OpenGL....

and IIRC OpenGL or DirectX doesnt even refer to X,Y or Z any way.

It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
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User avatar
AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: OMG STOP OVERUSING LUA

Post by AF »

It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
Com shooter didnt do top down....
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User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: OMG STOP OVERUSING LUA

Post by aegis »

TradeMark wrote:and IIRC OpenGL or DirectX doesnt even refer to X,Y or Z any way.
so wrong.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

AF wrote:
It makes most sense to use XYZ since the game is top-down view, and when you use 0,0,0 rotation it points from top to down.
Com shooter didnt do top down....
whole spring engine default view is top-down... unless you lua it
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: OMG STOP OVERUSING LUA

Post by aegis »

TradeMark wrote:whole spring engine
only because TA was top-down.
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User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: OMG STOP OVERUSING LUA

Post by TradeMark »

makes more sense its XYZ since map textures use 2d image that is based on XY coordinates.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: OMG STOP OVERUSING LUA

Post by 1v0ry_k1ng »

knorke wrote:Image
so true :(
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