The Coordinate System

There are two kinds of coordinates in Qex. Screen Coordinates and Grid Coordinates.

Screen Coordinates are measured in terms of the user's screen. The (x, y, z) coordinates refer to left/right, up/down and in/out respectively. By default OpenGL places the origin (0, 0, 0) in the centre of the screen. The point (1, 0, 0) maps to one edge of the screen and (-1, 0, 0) maps to the other edge.

Grid Coordinates are measured as if there was a (square) grid on the screen. There are 10 grid units per 1 screen unit. So the edge of the screen (1, 0, 0) refers to grid (10, 0, 0).

Mapping

Pyramids have screen coordinates which map into grid coordinates. Furthermore, grid coordinates map into specific terrain maps within the world. Although to get from screen coordinates to grid coordinates, you need simply multiply by 10, Pyramids present specific conversion functions (Since some day, the 1:10 rule may change - eg Hex Mapping or Triangular Mapping).