Changes between Version 29 and Version 30 of Ticket #1449, comment 20


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Timestamp:
Jun 19, 2012, 10:20:45 PM (12 years ago)
Author:
FeXoR

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  • Ticket #1449, comment 20

    v29 v30  
    11I'll comment on this one by one but first a general thing:
    22
    3 Coordinates: We swapped the coordinates appropriate to 2D behavior (X is the same as in simulation, Y is the same as Z in simulation) in the rmgen area. This is documented here: [http://trac.wildfiregames.com/wiki/Rmgen_Library#MapCoordinateSystem] and the code that does that is in the file map.js, function `Map.getMapData`, line 330. This was mainly done because height is not supported in rmgen (yet, but not meant to be AFAIK, ask quantumstate) and rotation was done in 3D (X/Z plane: growing angle -> clockwise rotation) not as usual in 2D, which me and quantumstate found confusing (Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=15817). I don't really know why anyone should use Y for the hight though the "action" takes place in the 2D plane then called X/Z (leading to clockwise rotation). It seams to be widely used practice but I don't like it (mainly because I don't like to have 2 positive rotation directions in 2D that differ, clockwise and mathematical right handed positive).
     3Coordinates: We swapped the coordinates appropriate to 2D behavior (X is the same as in simulation, Y is the same as Z in simulation) in the rmgen area. This is documented here: [http://trac.wildfiregames.com/wiki/Rmgen_Library#MapCoordinateSystem] and the code that does that is in the file map.js, function `Map.getMapData`, line 330. This was mainly done because height is not supported in rmgen (yet, but not meant to be AFAIK, ask quantumstate) and rotation was done in 3D (X/Z plane: growing angle -> clockwise rotation) not as usual in 2D, which me and quantumstate found confusing (Discussion: http://www.wildfiregames.com/forum/index.php?showtopic=15817). I don't really know why anyone should use Y for the hight though the "action" takes place in the 2D plane then called X/Z (leading to clockwise rotation and growing Y means burrow things). It seams to be widely used practice but I don't like it (mainly because I don't like to have 2 positive rotation directions in 2D that differ, clockwise and mathematical right handed positive).
    44
    55- There is no way meant to change/adjust the Z coordinate (hight, Y in the engine) in RMGEN area at all (yet).