The Picard Maneuver@piefed.world to memes@lemmy.worldEnglish · 22 hours agoThere are two kinds of people.media.piefed.worldimagemessage-square154fedilinkarrow-up1434arrow-down15
arrow-up1429arrow-down1imageThere are two kinds of people.media.piefed.worldThe Picard Maneuver@piefed.world to memes@lemmy.worldEnglish · 22 hours agomessage-square154fedilink
minus-squareKSP Atlas@sopuli.xyzlinkfedilinkarrow-up11arrow-down1·4 hours agoy-up ftw It’s easier when writing 3d renderers cause the x and y coordinates of the 3d points eventually become the x and y coordinates of the 2d points on screen and it’s easier to keep track of
minus-squaredev_null@lemmy.mllinkfedilinkarrow-up3·2 hours agoExcept when you are working on top-down game/3D environment. In which case you are constantly changing between Z and Y…
minus-squareVictor@lemmy.worldlinkfedilinkarrow-up2·2 hours agoIndeed, depth buffers etc are from the z coordinate. Also on the web, the “z-index” is the depth of elements in the world of CSS. I wonder in which contexts y would make more sense as the depth.
y-up ftw
It’s easier when writing 3d renderers cause the x and y coordinates of the 3d points eventually become the x and y coordinates of the 2d points on screen and it’s easier to keep track of
Except when you are working on top-down game/3D environment. In which case you are constantly changing between Z and Y…
Indeed, depth buffers etc are from the z coordinate.
Also on the web, the “z-index” is the depth of elements in the world of CSS.
I wonder in which contexts y would make more sense as the depth.