This Trac instance is not used for development anymore!

We migrated our development workflow to git and Gitea.
To test the future redirection, replace trac by ariadne in the page URL.

Changes between Version 27 and Version 28 of Ticket #1449, comment 20


Ignore:
Timestamp:
06/19/12 12:24:00 (13 years ago)
Author:
FeXoR

Legend:

Unmodified
Added
Removed
Modified
  • Ticket #1449, comment 20

    v27 v28  
    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 map.js line 330. This was mainly done because Z is not supported in rmgen (yet, but not meant to be AFAIK, ask quantumstate) and rotation was done in 3D (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 Z is not supported in rmgen (yet, but not meant to be AFAIK, ask quantumstate) and rotation was done in 3D (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).
    44
    55- There is no way meant to change/adjust the Z coordinate (hight, Y in the engine) in RMGEN area at all (yet).