# Stones Of Engar

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By CyberFlash,

• It's relative, that's where the confusion comes in.
X could be width
Y could be height
Z could be depth
But if you rotate the camera another direction.. Which one is now depth?
So, it's just x,y, and z.  The assignment of width,height, and depth is merely a function of perspective, never really an absolute.
Everything is relative to something, in most games that relation is expressed in terms of the camera angle, or the alignment of the player to the terrain, or the built in settings of the engine you're using(Unity uses Z for Forward(depth) and Y for UP(height).)
Ultimately, the computer just sees x,y,z and knows that that defines a 3D space, and you (can) move those to whatever orientation you like to work with/makes the most sense for your situation.
• Awhh Yeee, Getting to the good stuff now!!
And aha I see, Is there like any official name for the Z or just 'the Z axis' ? I always call it depth but like in terms of a 3D object having Height Width and Depth, not sure what it'd be in terms of a world
• Yup, it's the Z(you can call it depth).  3D compass.. it's the angle the player is facing on the planet surface compared to the angle of the planets N-S axis, to put it simply(the math makes sense now, but I probably couldn't figure it out on my own again either)..
Next up(currently coding), NPCs and Shootin!!  The stuff that makes a game, a game.
FWIW, this is my FIRST 3D project.    I thought it would be above my head too until I started playing with it.  This is what Unity does though.  It gives you the ability to start immediately and have nice results while learning the complicated bits if/as needed.
• Is that so? Yikes! I'm shocked cuz like in 2D I'd imagine it'd be something as 'simple' compass = image_angle 😅 is it all cuz of the extra axis? What is it in 3D again? Z? Like depth of something?
I wouldn't even begin to ask how a 3D one works 😂. Just glad that it does 😋,
What sorta thing you gotta next on your multiplayer mayhem test?

• Yup, the goal is to get the net avatar to match the player avatars movement within a narrow enough variance to keep the illusion of multi-player alive.   Thanks, the compass took some math doing that people here helped me with.  Surprisingly enough it's the most complicated math in the entire game to date.