Coordinates: Difference between revisions

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(Created page with "= Coordinates = The coordinate system expects positive values on every axis. The world map is generated from the origin point of <code>x: 0, z: 0, y: 0</code>, extending to <c...")
 
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The coordinate system expects positive values on every axis. The world map is generated from the origin point of <code>x: 0, z: 0, y: 0</code>, extending to <code>x: world with in blocks, z: world depth in blocks, y: world height in blocks</code>.<br>
The coordinate system expects positive values on every axis. The world map is generated from the origin point of <code>x: 0, z: 0, y: 0</code>, extending to <code>x: world with in blocks, z: world depth in blocks, y: world height in blocks</code>.<br>
Some misconception can arise from the coordinate system, as the in-game HUD displays coordinates based on the center point of the x and z axis of the world, and the player's relation to them.<br>
Some misconception can arise from the coordinate system, as the in-game HUD displays coordinates based on the center point of the x and z axis of the world, and the player's relation to them.<br>
'''Example:''' For a world size of 2000 blocks in width and depth, the absolute player position on spawn would be <code>x: 1000, z: 1000</code>. In the HUD, this would be displayed as <code>x: 0, z: 0</code>
'''Example:''' For a world size of 1000000 blocks in width and depth, the absolute player position on spawn would be <code>x: 500000, z: 500000</code>. In the HUD, this would be displayed as <code>x: 0, z: 0</code>


== Notation ==
== Notation ==