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Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 01:54
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.
Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 02:26
by Tobi
That's why we use x,y,z

Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 02:54
by TradeMark
StartPosX=1806;
StartPosZ=1481;
Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 08:15
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

Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 08:33
by KDR_11k
It's entirely arbitrary and even differs between the major 3D graphics packages (MAX and Maya).
Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 11:19
by Tobi
TradeMark wrote:StartPosX=1806;
StartPosZ=1481;
This works too:
StartPosZ=1481;
StartPosX=1806;
Re: OMG STOP OVERUSING LUA
Posted: 10 Apr 2010, 14:08
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;
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 17:48
by imbaczek
and it won't.
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 17:54
by jK
You can write some Lua to make it work. >_<
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 18:09
by TradeMark
Make it work. or else...
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 20:17
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.
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 20:37
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"?
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 20:51
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).
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 20:55
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.
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 21:31
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....
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 21:32
by aegis
TradeMark wrote:and IIRC OpenGL or DirectX doesnt even refer to X,Y or Z any way.
so wrong.
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 21:38
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
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 21:40
by aegis
TradeMark wrote:whole spring engine
only because TA was top-down.
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 21:42
by TradeMark
makes more sense its XYZ since map textures use 2d image that is based on XY coordinates.
Re: OMG STOP OVERUSING LUA
Posted: 11 Apr 2010, 23:16
by 1v0ry_k1ng
knorke wrote:
so true
