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Questions tagged [coordinates]

Numeric representation of the location of an entity in the game space. There are multiple forms of coordinate systems to cater to a variety of methods to map position.

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I understand this is a slightly esoteric question, but its something I've constantly asked myself over and over when using various 3D design tools and game engines. In what way should models be facing,...
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Perspective Euclidean rendering makes use of the W coordinates in a 4-component vector by recording distance information into it and let GPU do the scaling/normalization. Hyperbolic and non-Euclidean ...
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I have quaternion representing a camera pose in a coordinate space called "World Frame 2": x+ = right y+ = up z+ = out ...and I want to convert it to another space called "World Frame ...
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I am trying to make a 2D renderer using OpenTK and I am having trouble with the coordinate system. I have followed an opengl sprite tutorial and the Size vector is ...
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I am trying to convert a transform from the Unity Coordinate System to the Unreal Engine Coordinate System (and others). Ideally, I want to take a position, rotation (in Euler angles), and a scale as ...
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I'm working on a 2D game that takes places in a wrapped, toroidal world. Having implemented dynamic chunk loading and unloading in this setting, and a camera, I'm beginning to dread the idea of ...
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I'm considering how a graphics-engine lights any given environment, at the level of code. So I guess perhaps the simplest way to light a scene is just to provide a Value-figure (i.e. Value as in the ...
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I have recently been looking into physics engines and low level computing. At some point id like to make my own engine down the road. Something I can't seem to find an aswer for is how physics based ...
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What I want to achieve I want to generate sphere planet world, seamless of course, for RTS game like Planetary Annihilation: TITANS, which means I want: place walking agents on sphere, move them on a ...
Tony Max's user avatar
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I'm trying to make a movement system in my game where you click the mouse and your model moves towards where you clicked on the landscape, my understanding is the normalized screen coords go from [-1,...
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so i'm trying to make a mouse to world space function, and I seem to always end up with the rays cast offsetting. I've looked at numerous tutorials, tried numerous examples. Tried with ...
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Recently I noticed that my 2D lightmap rendering has an issue - lighted area is getting rendered as far from the actual light source as the world coordinate of the light source grows. E.g. when world ...
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I'm following a detailed YouTube tutorial on remaking Pong in Godot 3.0 but I have ran into an issue regarding the way the AI opponent reacts to the incoming ball, what's happening is that the ...
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I am a Unity newbie and trying to implement a simple building system in a prototype of the game. The scenario is: Clcik on the UI Button Move the coursor to the desired position Click left mouse ...
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I am making a simple game in C# using pictureboxes. I want to move a picturebox on a form. Once this picturebox is placed in a new location, I normalize its X,Y coordinates between [0, 1] and then ...
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I am developing a mod for a game with a Lua api. I am trying to detect if I am looking through from behind a window when I shoot an enemy. For context, when I shoot through this window I apply a ...
Ben R's user avatar
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I would like to understand the process of selecting the correct tile from a scaled Surface when I have information about the number of tiles on the x and y axes, the length of the Surface, and also ...
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I thought that everything outside of [-1.0f, +1.0f] should not be renderable in Open GL. However, this code renders just fine with Silk.NET. I draw 3 axes and one ...
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I'm making a TEST 3d platformer where the camera follows the player from above. Normally I would make the camera move at the same time when the player moved, for example: ...
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I am trying to set the terrain's heights data at runtime with a simplex noise function, while stumbling with converting the local position of the vertices to global position to use as input to keep ...
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I am making a little top-down 2D RPG right now and I'm struggling with the range of my attacks. The problem is that my range is stuck on the right side of my player. This is of course really annoying, ...
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I am rendering sphere to a texture. Now, I have screen space texture, and I need to offset this texture based on screen space movement (dx, dy) and render it to a new texture. For example, the left is ...
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Is there a general method to convert a matrix transformation from one coordinate system to another, so that the resulting transformation looks the same on screen? For example: There are some ...
thalm's user avatar
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1 answer
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I am making a simple game in Phaser (but the library doesn't really matter). I have an enemy that is moving towards the player on a 2 dimensional grid. I have written some code that makes the enemy ...
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I'd really appreciate some help on this one. Given 2 coordinate systems A and B where xA is an initial Vector3 position, rA is an initial Quaternion rotation xB is an initial Vector3 position, rB is ...
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Why do the coordinates x and y in the 2D game both floating-point numbers, not integers? For example, the SFML setPosition function requires two floating-point ...
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I've learned that magic numbers are bad in code. However, should the coordinates, and rotation angles of all the sprites be stored in variables? Is the convention in game development to leave those ...
Đạt Phạm's user avatar
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I need to get the position of the bottom-left cell on my tilemap. I used Floor.CellToWorld(Floor.cellBounds.min) (Floor is the name of my tilemap) and I used Gizmos ...
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I'm trying to build small UI framework. And I want it to have a coordinate space such that origin is placed in top left corner (x increases to right, y increases to down). I think for UI it should be ...
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My goal is to figure out if a point exists within a 3D polygon. To do this here is what I am doing: Load obj mesh ...
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So far in my code I only dealt with transform matrices that I fed to OpenGL (the 4x4 float matrices), and had a class that was used to do transformations on the CPU side and generate the OpenGL ...
Newline's user avatar
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1 answer
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I am rendering graphics myself using OpenGL, therefore I need to implement math library myself. I am looking for function Quaternion::LookRotation(forward, up), ...
Andy's user avatar
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Am I correct that the OpenGL depth buffer has values between 0 and 1 while the z component of gl_Position is between -1 and 1?
wedesoft's user avatar
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I am rendering a diamond isometric map created in Tiled using Monogame.Extended.Tiled package. Here is where I'm trying to spawn a player with an object at ...
Emobe's user avatar
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I am working on a game the ultimately will be a tactical game on the surface of a sphere. To model the surface of a sphere I have chosen to use an iterated icosphere, where each face is iterated quite ...
Amabaku's user avatar
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1 answer
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I need to find a method using which I can ensure that random enemies and objects don't spawn just near the player. In fact, if they do, the player will be more likely to collide with them and lose. ...
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I've been trying to find a solution to this task and despite finding answers to similar issues, they were always somewhat overcomplicated (e.g. finding a position on a texture) or the problem was ...
Marty Cagas's user avatar
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1 answer
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In Unreal, the 3D coordinate system is defined as a right-handed, X-forward, Y-left, Z-up frame of reference; but, the default 3D coordinate system for, say, DirectX is a left-handed, X-right, Y-up, Z-...
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Let's say I have a physical device that I can rotate with my hands and receive X Y Z coordinates of that device. What I need to calculate is the offset - how far is the pendulum of gravity straight ...
lipa's user avatar
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As you can observe from the diagram, Vector A is pointing at the Y-Z plane and Vector B is pointing at X-Y plane. Is this possible to find? Am I missing some logic or concept? EDIT: Suppose, Vector B ...
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Heyho :) I'm trying to convert world coordinates to screen coordinates. I have available: fov, screen width, screen height, camera position, camera angle and obviously the position of the object in ...
itsame's user avatar
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1 answer
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I was making an animation for a coin in my game in Unity, and when I was testing the full game, I saw that the coin is spawning at x0 ...
GospelBG's user avatar
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What I really need is the x,y of the object when it is outside of the screen: I'm actually coding a UI in Objective-C, not a game. In this different kind of UI you navigate a 3D space with objects. ...
Vulkan's user avatar
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I'm trying to find a formula that could convert my 3D global coordinates into local object space. Here are the inputs I have ...
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In my recent project, I am getting an object file via a request to REST API and found that the OBJs (object file) are in Gauss-Kruger System. I want to know that how exactly I place the model as I ...
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I'm learning Unreal engine, and I'm rather disappointed because it uses pitch roll and yaw instead of the standard x, y, and z that I'm used to. Is there any way to convert this easily, or is there a ...
Millard's user avatar
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Imagine you have a simulation in very large coordinates, and to render it out you need to scale it down (say, solar system -> fitting inside a few thousand units). This is controlled by a float ...
HateDread's user avatar
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I need to come up with a formula to convert variable zoomed-in game space co-ords to UI co-ords. The engine I'm using is not traditional so there's no inbuilt function (convertToUISpace etc). Now I ...
Mushington's user avatar
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I am developing an AR application where a number of historical buildings are spawned around the player depending on his position when a target / QR Code is recognized. I know the Lat/Lon of these ...
Steffan's user avatar
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In my Unity scene, I have a couple of spriteRenderers and a UnityEngine.UI.Button called ...
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