# Message #3910

From: Joel Karlsson <joelkarlsson97@gmail.com>

Subject: Re: [MC4D] Notation

Date: Wed, 03 Jan 2018 07:49:35 +0100

Great input!

Melinda and Marc have convinced me. As a mathematician I strive not to be

bounded by notation so even though I’m more familiar with z-up I’ll go with

x-right, y-up, z-toward yourself. Of course, everyone is free to use their

personal preference personally but when communicating it’s great to have a

convention.

Best regards,

Joel

PS. Notation and more details on my solution upcoming shortly.

Den 3 jan. 2018 12:53 fm skrev "Melinda Green melinda@superliminal.com

[4D_Cubing]" <4D_Cubing@yahoogroups.com>:

>

>

> I must agree with Marc. I didn’t know about the speed solving community’s

> convention, and that’s probably the strongest argument. Coming from

> computer graphics, this has been a perennial discussion. Programmers,

> mathematicians and artist/modelling communities overlap in interests and

> coordinate preferences like a Venn diagram depending upon whether you

> prefer to think in terms of screen space or world space. There’s general

> agreement to begin with +X being to the right. Everything else can cause

> tension, but the one compromise that everyone seems to be able to live with

> is making sure that +Y is always up. (Some world-space people prefer +Z up

> while some graphics people prefer +Y as down.) The phrase "Y is up" has

> therefore become a kind of touchstone. Given that, positive Z can then be

> chosen to produce one’s desired handedness. I have no preference on

> handedness, but since you prefer right-handed, that means +Z should be

> toward yourself.

>

> -Melinda

>

> On 1/2/2018 8:46 AM, Joel Karlsson joelkarlsson97@gmail.com [4D_Cubing]

> wrote:

> > Hello,

> >

> > I’m planning to post a more detailed solution of the physical 2^4 but

> > to do so I need some notation. I understand that my previous post on

> > notation was too long and too complicated. Luckily, I have since

> > realised that a simpler notation is sufficient but before I introduce

> > it I need some input from you. What coordinate system do you prefer?

> >

> > It would be great if we could decide on one coordinate system and then

> > use that as a convention. Personally, I think that the coordinate

> > system should be right-handed but besides that, I can use pretty much

> > any. Two great alternatives are (for the positive half axes):

> > x-right, y-away from yourself, z-up

> > x-right, y-up, z-toward yourself

> >

> > What do you think?

> >

> > Best regards,

> > Joel

>

>

>