oh boy
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@acegikmo how come the united states dollar measures in centimeters
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@BestGirlGrace @acegikmo .usd is the file extension for Universal Scene Description (USD) format
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@acegikmo
I know what we must do! Create a new standard!
https://xkcd.com/927/
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@gloopsies @acegikmo Yeah! Like some sort of... some sort of... Universal Scene Description™!
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@Mittzy @gloopsies @acegikmo Universal Scene Dollar
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@acegikmo Source is... kinda inches. Kinda. Originally derived from Wolf3D by various insane routes.
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@TomF I think they finally canonically decided it's inches for HL: Alyx and CS2
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@acegikmo Which, like, if you're going to change it - a most excellent choice for the modern times, squire!
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@TomF @acegikmo measuring game things in inches is soooo weird
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@gsuberland @acegikmo IIRC (it's been a while), it was originally that Wolf3D had 64x64 pixel tiles, and each tile was nominally 2 meters in height. This doesn't actually produce inches, but closeish.
From Wolf to Quake to the first version of HL1 to Source 1 to Source 2.
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@TomF @acegikmo ah, yes, a metric hexacontatetrath
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@acegikmo +/-y being right direction is wild
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@acegikmo forward being last feels so wrong to me, hahah
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@acegikmo also here's a fun unreal quirk
Character Meshes have to be oriented Y+ forward if you want them to work with a lot of stuff. It's a baked in assumption, so much so, that any attempt that I've seen to replace it with X+ forward in mind has failed. Don't know why it's this way.
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@TheEnbyWitch @acegikmo if you have a 2D representation, then adding depth (aka forward) is just appending one more axis/dimension to the array/vector. I'm assuming that's the origin
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@acegikmo seems to be missing .gtfo
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@acegikmo XKCD has this covered:
https://www.xkcd.com/927/
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@acegikmo "frw" is...forward? As in moving away from you or moving toward you?
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@isonno the direction you'd move forward along
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@acegikmo Not sure I understand what it means when it says, for instance, gltf "world/obj right" is -x?
Also, Source and Unreal do WHAT with the Y axis??? How was I not aware of that?
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@acegikmo I had a quick duckduckgo regard units and at least one Valve engine uses
16 game units = 1 foot
or equivalently
1 game unit = ¾ of an inch.
Bonus points to Valve for bizarre foot subdivisions. 💯 https://developer.valvesoftware.com/wiki/Dimensions_(Half-Life_2_and_Counter-Strike:_Source)
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@acegikmo ±?
Love it
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@acegikmo Godot comin' for the unity users.
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@acegikmo ;_;
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@acegikmo Looking through the docs, it seems Cryengine V is +x right, +y forward, +z up, with metre scale. But the same section also says it's left handed, but that's a right handed arrangement. So who knows, I don't use Cryengine. :)
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@acegikmo Godot uses positive X as right, and negative Z as forwards. See https://docs.godotengine.org/en/stable/classes/class_vector3.html#constants (scroll down to the LEFT, RIGHT etc. constants). Except for some reason, there's a separate concept of MODEL_FRONT, which is positive Z. Fun!
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@acegikmo this me having no idea how to convert Blender's transforms into another system. Quaternions are also extra !!fun!!
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@acegikmo Oh wow, two of them agree on something. Didn't expect that.
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@acegikmo and STL/most 3d printer stuff is none of those (x,z,y) and doesn't officially have a scale, so everything assumes m, and some printer software checks if something is huge warns and divides by 1000 in case you're in mm.
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@martyn @acegikmo huh and I would have insisted at length (tee hee) that the common unit of 3d printing was mm!
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@acegikmo This reminds me of when recently, and for the first time, I used some geospatial data and libraries.
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@acegikmo
I have found a proof for this, but it is too large to fit within this toot...
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@acegikmo doesn't source use "hammer units"?
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@hj@shigusegubu.club @acegikmo@mastodon.social let me hammer your units
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@kura @acegikmo high pitched scout voice oh there's my ball
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@acegikmo The standard format for digital LEGO models (LDraw) uses -Y as up, which is... a choice.
Its default unit is a value that perfectly multiplies into all the different brick measurements (brick width/height, stud height/diameter, etc) though, so that's pretty cool.
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@acegikmo
None units with left config
@sjolsen
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@acegikmo neat, broke my wrist trying to figure out how Unreal works
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@acegikmo this is not cursed. This is the curse itself.
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@acegikmo You should add OpenGL, which lets you do what you want, but implies certain things. Except OpenGL 2 fixed functions, which are, well, fixed.
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@acegikmo@mastodon.social I'm was honestly surprised when I first found out 3D coordinates didn't follow the math functions norm.
Like, when I graph f(x)=y usually x goes right, and y goes up. I know you can just say f(y)=x or whatever but it's kinda how it's usually taught at school.
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@GoteerTxuria the way I see it today, is that calling graph axes x and y are almost misnomers, because the x and y in graphs rarely have anything to do with the spatial dimensions X and Y
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@acegikmo the default blender unit is like 1m I think
It just doesn't show unit names.
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@acegikmo My engine: (+x,-y,1-z) :ablobcatwave:
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@acegikmo I grossly misunderstand the notation or all orientations are flipped
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@acegikmo Yeah I think all is recovered if I imagine "frw" pointing the opposite of what I thought it was
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@acegikmo The law is that X is across, Y is yup and down, and Z is zee other way. Arrest all those who disobey it.
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@acegikmo maya what do you mean +- ?
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@acegikmo "because ~FUCK YOU~, that's why!"
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@acegikmo A few years ago some colleagues and me spent a whole afternoon trying all the different axis rotation orders and signs to figure out which system was used by a large projection system! It turned out it followed the one from the MPCDI standard, but the y-sign was flipped. A few months later, the manufacture “fixed” it.
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