Timeline for Best practice for map coordinate system
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Oct 10, 2016 at 21:34 | comment | added | TaylorE | Octant was edited in. I mention 3D because most of the frameworks i have seen have some sort of Z axis. The game map may be flat and in 2D but the camera is offset along a third axis. | |
S Oct 7, 2016 at 9:36 | history | suggested | Thierry | CC BY-SA 3.0 |
Fixed typo in title
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Oct 7, 2016 at 8:50 | review | Suggested edits | |||
S Oct 7, 2016 at 9:36 | |||||
Oct 6, 2016 at 23:18 | comment | added | Weaver | Hm, you tagged tilemap and the top answer is talking about tilemap concerns, but you also mention 3D and octants which is probably why the second answer is talking about float precision. 3D geometry isn't usually stored in a grid so origins are more arbitrary, and i've never heard of float precision problems in a 2D grid map. Perhaps some clarification or unification is in order… | |
Oct 6, 2016 at 13:34 | answer | added | Cedric Martens | timeline score: 1 | |
S Oct 6, 2016 at 9:52 | history | suggested | CommunityBot | CC BY-SA 3.0 |
3D => 3 axes => 2^3=8 octants
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Oct 6, 2016 at 7:53 | review | Suggested edits | |||
S Oct 6, 2016 at 9:52 | |||||
Oct 6, 2016 at 7:21 | history | tweeted | twitter.com/StackGameDev/status/783930160718438400 | ||
Oct 6, 2016 at 2:08 | answer | added | Alan Wolfe | timeline score: 12 | |
Oct 5, 2016 at 21:10 | vote | accept | TaylorE | ||
Oct 5, 2016 at 21:01 | answer | added | Philipp | timeline score: 37 | |
Oct 5, 2016 at 20:48 | history | asked | TaylorE | CC BY-SA 3.0 |