Ancestors

Toot

Written by Freya Holmér on 2024-10-15 at 23:02

oh boy

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Descendants

Written by vx. princess "size_t queen" grace :qvp: on 2024-10-15 at 23:02

@acegikmo how come the united states dollar measures in centimeters

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Written by Clayfoot on 2024-10-16 at 01:33

@BestGirlGrace @acegikmo .usd is the file extension for Universal Scene Description (USD) format

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Written by Gloopsies :fedora: on 2024-10-15 at 23:05

@acegikmo

I know what we must do! Create a new standard!

https://xkcd.com/927/

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Written by Mittzy on 2024-10-15 at 23:58

@gloopsies @acegikmo Yeah! Like some sort of... some sort of... Universal Scene Description™!

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Written by Aknorals⚑Ⓐ 🏴 on 2024-10-17 at 06:33

@Mittzy @gloopsies @acegikmo Universal Scene Dollar

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Written by Tom Forsyth on 2024-10-15 at 23:06

@acegikmo Source is... kinda inches. Kinda. Originally derived from Wolf3D by various insane routes.

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Written by Freya Holmér on 2024-10-16 at 00:23

@TomF I think they finally canonically decided it's inches for HL: Alyx and CS2

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Written by Tom Forsyth on 2024-10-16 at 00:53

@acegikmo Which, like, if you're going to change it - a most excellent choice for the modern times, squire!

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Written by Graham Sutherland / Polynomial on 2024-10-16 at 13:16

@TomF @acegikmo measuring game things in inches is soooo weird

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Written by Tom Forsyth on 2024-10-16 at 17:23

@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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Written by Graham Sutherland / Polynomial on 2024-10-16 at 17:26

@TomF @acegikmo ah, yes, a metric hexacontatetrath

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Written by Outfrost on 2024-10-15 at 23:06

@acegikmo +/-y being right direction is wild

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Written by Vivi, The Heinous Witch on 2024-10-15 at 23:10

@acegikmo forward being last feels so wrong to me, hahah

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Written by Vivi, The Heinous Witch on 2024-10-15 at 23:13

@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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Written by mazunki loves you ♡ on 2025-01-03 at 15:30

@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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Written by europlus :autisminf: on 2024-10-15 at 23:12

@acegikmo seems to be missing .gtfo

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Written by Brian Stafford on 2024-10-15 at 23:15

@acegikmo XKCD has this covered:

https://www.xkcd.com/927/

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Written by J. Peterson on 2024-10-15 at 23:55

@acegikmo "frw" is...forward? As in moving away from you or moving toward you?

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Written by Freya Holmér on 2024-10-16 at 00:21

@isonno the direction you'd move forward along

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Written by Brandon Jones on 2024-10-16 at 00:35

@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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Written by Harvey Sandstrom on 2024-10-16 at 00:45

@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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Written by André-LA 🎀 gamedev on 2024-10-16 at 00:55

@acegikmo ±?

Love it

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Written by C.B.Leslie on 2024-10-16 at 00:56

@acegikmo Godot comin' for the unity users.

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Written by jocafa on 2024-10-16 at 01:46

@acegikmo ;_;

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Written by Kojack 🦎 on 2024-10-16 at 02:54

@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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Written by Maya Saietz on 2024-10-16 at 05:37

@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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Written by Ronflaix on 2024-10-16 at 07:22

@acegikmo this me having no idea how to convert Blender's transforms into another system. Quaternions are also extra !!fun!!

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Written by Peter Bindels on 2024-10-16 at 08:59

@acegikmo Oh wow, two of them agree on something. Didn't expect that.

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Written by Martyn on 2024-10-16 at 09:44

@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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Written by Stylus on 2025-01-03 at 15:22

@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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Written by James Gilbert on 2024-10-16 at 09:59

@acegikmo This reminds me of when recently, and for the first time, I used some geospatial data and libraries.

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Written by J.elgato on 2024-10-16 at 12:00

@acegikmo

I have found a proof for this, but it is too large to fit within this toot...

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Written by Den Datafag Trollmann :flag: on 2024-10-16 at 12:32

@acegikmo doesn't source use "hammer units"?

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Written by 🇩🇪 Kura くら Woomy :disconnecting: on 2024-10-16 at 12:33

@hj@shigusegubu.club @acegikmo@mastodon.social let me hammer your units

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Written by Den Datafag Trollmann :flag: on 2024-10-16 at 12:35

@kura @acegikmo high pitched scout voice oh there's my ball

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Written by Ulrik Damm on 2024-10-16 at 13:03

@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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Written by regretful devops on 2024-10-16 at 14:55

@acegikmo

None units with left config

@sjolsen

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Written by Zero One on 2024-10-16 at 15:29

@acegikmo neat, broke my wrist trying to figure out how Unreal works

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Written by Kiloku on 2024-10-16 at 16:34

@acegikmo this is not cursed. This is the curse itself.

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Written by Fell 🔜 #FOSDEM on 2024-10-16 at 23:48

@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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Written by Goteer Txuria on 2024-10-17 at 11:31

@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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Written by Freya Holmér on 2024-10-17 at 12:45

@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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Written by Teknikal_Domain on 2024-10-17 at 22:44

@acegikmo the default blender unit is like 1m I think

It just doesn't show unit names.

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Written by l'empathie mécanique on 2024-10-22 at 13:49

@acegikmo My engine: (+x,-y,1-z) :ablobcatwave:

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Written by Else, Someone on 2024-11-29 at 17:06

@acegikmo I grossly misunderstand the notation or all orientations are flipped

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Written by Else, Someone on 2024-11-29 at 17:09

@acegikmo Yeah I think all is recovered if I imagine "frw" pointing the opposite of what I thought it was

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Written by Carl B. Latro on 2024-11-29 at 23:42

@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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Written by Lykrast on 2025-01-03 at 15:14

@acegikmo maya what do you mean +- ?

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Written by Andreas 'count' Kotes (he/him) on 2025-01-05 at 10:49

@acegikmo "because ~FUCK YOU~, that's why!"

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Written by Valentin on 2025-01-05 at 12:03

@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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