this may not be what actually happens, but this is what I'd like: x and z are floor. y is up and down. yr rotation 0 is facing east. because that's what rotation 0 is in cartesian coordinates. yr is yaw xr is pitch zr is roll the rotations need to be within the range: 0 <= r < 360 (so modulo 360 should work) minimap: view from above (how it actually is in hackvr) -x? | | | | -z --------+-------- +z | | | | +x the reason the minimap has positive x being down is so that camera view at rotation 0 is with positive x to the right so 2D vector graphics don't need any dimensions flipped camera view: facing rotation 0 (normal x,y plane that 2d is used to with increasing Z going away from camera.) +y | | | | -x --------+-------- +x | | | | -y increasing yr causes rotation counter-clockwise on the minimap. (around y axis) this is what minetest does shit. I don't know if I'll change shit for this or not. camera angle 0 is north. north is +Z south is -Z west is -X east is +X up is +Y down is -Y there is no angle 0 actually. 0 < angle <= 360 I think OpenGL does what hackvr does except flipped Z. negative is away instead of closer. :::: COLORS :::: shit. ansi colors for first 8. add 16 to get ansi colors without being mixed with any shading. or some shit like that. todo: add "snow" color. random shades of grey or random black and white maybe. probably greys.