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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T17:34:43+00:00 2026-05-12T17:34:43+00:00

I’m developing an indie video game, and have been operating under the assumption that

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I’m developing an indie video game, and have been operating under the assumption that because the thumbstick on my controller has a circular range of motion, it returns “circular” coordinates; that is, Cartesian coordinates constrained to a circular area (of radius 1). In fact, the coordinates are “square”; e.g., the top-right thumbstick position registers as x=1,y=1. When I convert the coordinates from Cartesian to polar, the magnitude can exceed 1 – which has the effect that the player can move faster diagonally than they can vertically or horizontally.

So, to clarify, I want to record the position of an analog thumbstick in terms of a direction and magnitude, where the magnitude is between 0 and 1. The thumbstick returns coordinates on a square plane, so simply converting the coordinates from Cartesian to polar is not sufficient. I think I need to convert the coordinate space, but that is pressing the limits of my monkey brain.

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  1. Editorial Team
    Editorial Team
    2026-05-12T17:34:43+00:00Added an answer on May 12, 2026 at 5:34 pm

    See Mapping a Square to a Circle. There’s also a nice visualization for the mapping. You get:

    xCircle = xSquare * sqrt(1 - 0.5*ySquare^2)
    yCircle = ySquare * sqrt(1 - 0.5*xSquare^2)
    
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