x and y

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after a few days, i just got done creating a unit and placing it in the terrain editor...

i was just noticing that the x and y coordinates seemed a bit odd, so i set the x and y of a unit that i placed around the middle of the map to 0 and 0.

well, the unit went to the bot left of the map. in war3, the 0 and 0 point is in the middle of the map. tbh, i like it in sc2 better. anyway, does this mean though, that you can go into negative coordiantes if you extend the map in that direction? or is bot left fixed at 0,0? it could be bad to make coordinates in the map and need to change them cuz of making the map bigger all of a sudden... just wondering if anyone else checked it out yet and had the answer.
 
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0, 0 is the origin, and the bottom left corner. It remains the bottomleftmost point even if you change the map bounds. I would recommend extending your map up and to the right rather than down and to the left if you want to keep stuff in the same relative location.
 

Dr Super Good

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The origin of the map plain.

The reason for doing this is simple.
1. No negative numbers (easier to use the modulus opperation).
2. The scope of numbers used is smaller so the realtive floatingpoint accuracy is about the same.
3. The smaller numbers might allow for easier and more accurate computation.
4. No problem of + or - 0.
5. People are more used to dealing with stuff from 0 and up instead of stuff arranged around 0.
6. This follows simlar standards to realitive positions in 3D geometry (0 to 1.0).

In the end it makes no real difference as it is nothing more than boundaries on X and Y vectors.
 
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