Re: [Algorithms] Left-handed vs. right-handed
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From: Graham H. <gra...@ge...> - 2009-05-07 14:31:48
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The fundamental truth is that for boring technical reasons certain drivers/APIs make it more convenient to use certain basis representations. So yes, at some point some competent person has to specify which basis to use for each target platform. This information can live in an exporter script, or in asset processing code somewhere. Of course there are a few gory details in the asset conversion itself that I'm conveniently glossing over, but morally that's the whole extent of how much you have to care. Compare this to your original suggestion: > Which one of the driver multitude of possible drivers and APIs? Even if you are single-platform-single-API and if you > adapt everything to "The One API" you use now, few years from now you may have to adapt the same codebase to a different > platform/API. I'd bet you are safer sticking to the winding (or chirality, call it all you want) that _you_ prefer, and be > prepared to convert signs and windings on every interfacing point with any external API. It's not _that_ much of a hassle, > as long as you are clear on what you use internally. YMMV, but for me that is a lot of unnecessary hassle. Graham -----Original Message----- From: Alen Ladavac [mailto:ale...@cr...] Sent: 07 May 2009 14:46 To: Graham Hazel Cc: Game Development Algorithms Subject: Re: [Algorithms] Left-handed vs. right-handed Graham wrote at 5/7/2009: > I don't understand your other objection though. When the user presses > "forward" I just ask my camera class which way forward is :-). Then it's the camera. But some piece of code, or content has to know it. Granted, you can make things like "which way is front", "which way is up" and "which way is north" configurable in the game's tools and you can make games with different basis. But it is the same thing. Whether you fix a basis in the code, or the artists determine it in the tools (once for each game), you still have to decide on one, right? Alen |