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Yeah tooling is fine in degrees, which is what I was saying in the first part off my post. It’s more mixing it in the API rather than at the boundaries that is
by meheleventyone 4y ago
Yeah tooling is fine in degrees, which is what I was saying in the first part off my post. It’s more mixing it in the API rather than at the boundaries that is bleugh.
- shadowgovt 4y agoThe API is intended to directly support tooling (which is, generally, just another app running atop the same engine).
- meheleventyone 4y agoMost APIs are intended to be used, doesn’t mean you need to mix units, particularly when they both use the same basic type and thus are easy to muddle up. That’s why you keep the API consistent and deal with conversion at the edges. I get you’re probably very keen on Godot but it’s definitely one of the weird warts that all engines accumulate and my intention isn’t to say it’s bad because of this choice. Just that I don’t like that choice and the reason why.
- shadowgovt 4y agoAh, I see what you mean. I tend to be operating with APIs in languages that wouldn't call radians and degrees the same units and wouldn't let you just call a function that takes radians with degrees without an explicit cast; forgot that was a thing people have to worry about.
- meheleventyone 4y agoThat’d definitely be my preference as well. Games is full of this as well. Handedness and general definition of coordinate system is another fairly arbitrary decision you want to keep consistent in your API but have to translate at the boundaries quite often.