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Spaces
In computer graphics several coordinate systems are used, called spaces. Here the conventions Wurfel Engine uses are presented in sorted order.
Not really used in Wurfel Engine
Internal game coordinates with independent X, Y and Z. Coordinate system origin at game world origin.
y axis faces down
The classes Point and Coordinate work in this space.
Isometric projection of the camera is applied: Y and Z are projected on a shared axis Y and Y is shortened by factor of 0.5. Coordinate system origin at game world origin. Usually in game engines the view space lays in the origin of the camera. In WE this happens in projection space.
y axis faces up
When camera is applied. Zoom/scaling gets applied. Coordinate origin is at camera center.
y axis faces up
The stuff on the screen. Coordinate origin bottom left of window.
y axis faces up