There are two kinds of people.
There are two kinds of people.
There are two kinds of people.
Can't we fix this by using a,b,c coordinates? \s
No, just no. x is the variable for depth, y is the variable for width, and z is height. I learned that from multivariable calculus, no other convention is better.
Fuck you for showing me this, I'm now going to gauge my eyes out.
ah yes the correct way and the Minecraft way
I clicked on this post to say Y is always elevation because I grew up playing Minecraft.
Technically, there's a lot more options. Any axis can have any name. The reason why these two main systems exist is because of 2D coordinates.
A 2D coordinate system can either be viewed top-down (piece of paper on a table) or from the front (pixels on a screen). So while X stays the same in both of these options (and thus isn't contested in 3D coordinates), Y is either up (on a screen) or ahead (on paper), and Z then gets whatever axis is left over.
uff. this is very hard.
No, there are 3 actually:
damn Australians
I use all of them depending on what the coordinates are representing...
y-up ftw
It's easier when writing 3d renderers cause the x and y coordinates of the 3d points eventually become the x and y coordinates of the 2d points on screen and it's easier to keep track of
Except when you are working on top-down game/3D environment. In which case you are constantly changing between Z and Y...
Indeed, depth buffers etc are from the z coordinate.
Also on the web, the "z-index" is the depth of elements in the world of CSS.
I wonder in which contexts y would make more sense as the depth.
Isometric 3D top down games
The top one is wrong because it violates the right hand rule.
Z should be inverted in the top picture.
go home programmer, math does not need you!
What about the left hand rule?
Giggety
This reminds me of the time when I was in an industry robotics, there were a right hand rule where Z was your thumb up and X and Y your index and middle fingers. So I think the second one is the right, but it should have been drawn other way round.
When using Godot, first.
When using Blender, second.
One of those people would be wrong.
I legit had no idea anybody actually used the upper system until now. I had to read the comments just to see whether the upper system was just some sort of joke. I am horrified.
As someone who looks at this from a GIS / cartographic view, the top option being possible is horrific to me.
Surely you mean the bottom one
Almost the entirety of computer graphics uses the z coordinate for depth afaik.
Even Minecraft does it.
Yeah, and for a top-down game depth is up/down. You know, like depth being... Deep down.
It depends on how you view 2D->3D.
If you're thinking of a side scroller like the original Super Mario, Y is up/down and X is left/right making the new dimention Z being forward/backward.
However if you think of 2D space like the first LoZ, then Y is North/South and X is East/West making Z up/down
Same with CSS for the same reason.
https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-FDC58F4E-63B9-4012-B232-5F2FBAC5EAC9
Y-up and Z-up
In animation and visual effects, the tradition is to use Y as the “up” or elevation axis, with X and Z as the “ground” axes. However, some other industries traditionally use Z as the up axis and X and Y as the ground axes.
Wrong and right
Minecraft
If you think the top of the frame is correct, may I just say fuck you? Thank you have a nice day
That’s how web pages are laid out so I’m use to it. X/Y for position on the page and Z for layering elements on top of each other.
You're still the bottom one, just looking at the z axis head on.
But Z is depth… it makes the most sense.
The top is a left-oriented coordinate system (because the axes follow the left-hand rule, not the right hand rule). Doing anything related to e.g. physics in such a coordinate system is a pain.
So you hate everyone who uses Unity huh
Allowing people who couldn't pass highschool math to write software was a mistake tbh
<i,j,k> vector master race.
In a 2D game Y is up. Going from 2D to 3D would make sense to add another dimension forward to account for depth.
However if you start with a map of a 3D surface then North is Y and East is X you'd add Z to account for elevation like everybody making maps would.
I guess it depends on how you look at it.
I am the latter, because if I draw a X-Y plane and lay it on the ground, it aligns with that XYZ reference frame.
The second fellow is a machinist, like me.
Yes! Except when using a lathe...
I mean a lathe doesn't really have a y axis tho. Tool height is just tool height. Even on a vertical lathe you usually only have x and z.
Basically: Platformer vs Top-Down, which would you choose if you were forced to make/play a game 2D only
2.5D games actually lock on one way
Ah, the beautiful faux-isometric
Top is also Visual Novel
Thanks to 3D printing Z is firmly “up” in my brain even if the modeler I use does it differently.
If 2d, Y up, if 3d Z up.
I always tough as inputs down, answer up. And usually, x is the variable y the result, or xy the variables and z the result
Oh. Agree, also use the same convention; my brain never made the connection f(i, j) goes up and i and j are inputs and stay down.
Z is always depth. Both are correct but define different perspectives. Top is looking across the landscape from an arbitrary floating perspective, bottom is looking down with anchored mapping to the surface.
Smh I was fine with both. The upper one reminded me of the X Y axis we use to represent functions in maths. While the lower one represents altitude on a 3D map.
yep. in 2 dimensions, nobody really debates on whether x or y should point up, so i kinda think the debate about z stems from whether one thinks we should put the xy plane horizontally (like a sheet of paper on a desk), or vertically (like a chalkboard).
does any software default to making x be the vertical axis?
Invert y axis is the first option I tick in every game
Spent most my life working in a 3d environment... need to reverse that thing for a controller every single time
Don't forget the handedness of each coordinate system!
One of my friends and I used to always have this debate because of our different backgrounds. I got used to +Y being up because of doing physics for several years and seeing side-on diagrams that needed to account for gravity. My friend has a background in geology, so he's used to top-down surveying maps where +Z is up. It all depends on your perspective.
But my way is right. We need to have standards, people.
I'm like your friend, but my perspective is from the atmospheric sciences. The z-axis is anything vertical.
I wonder if all earth sciences are like this?
Knew exactly which one it was before clicking on it
x in red and z in blue please..., this is difficult to look at. My conventions !
In my brain Z is Up, Z is Height. In my job I have to deal with both all the time which is quite annoying.
is it though when you look at a screen?
Am i weird for using Y down right chiral on all my projects?
The upper system is left-handed, no way anything uses that. I’ve seen the same with the Z flipped in some video games and it’s not that bad
Unless you're into magnetic resonance and use rotating frames:
There are clearly more than two. In the top image that z-axis is pointing in the wrong direction.
Z pointing in the other direction is the same as the bottom image, just rotated.
No, the bottom image correctly follows the right hand rule (1,2,3=x, y, z on your thumb and two fingers at right angles), whereas the top one is wrong because it doesn't. It would be OK if the z axis in the top one pointed towards us. Top one would be a mirror image as well as rotation of the bottom one.
I'm the bottom person. X and Y need to be on the same plane.
Technically, regardless of dimensions, x and y always make/share a plane.
But I agree with you, I always imagine Z as jutting out from the plane x and y make.
🤯
In both cases X and Y are on the same plane. Any two axes that intersect in a point share a plane.
Don't forget the third system, where y is inverted to come down from the origin at the upper left of the view as y increases.
X across, Y to the sky, Z towards me
Everything else is wrong fight me
Using left-handed coordinates systems is just mean!
There are now four kinds of people
My son and I have had this very argument. I think the top one is right as he thinks it's the bottom one. I have a coding background and he has a 3D printing background. I figure that's why we're different but I know nothing about 3D printing beyond the cool stuff I see on the Internet and things he's printed for me.
I have a looking-at-the-chalkboard-in-highschool background which I’m pretty sure defines my perspective(heh).
Probably because he uses Blender which invert Z and Y axes or maybe because it's related to the nozzle POV
That makes sense!
I have been coding for over 20 years and the bottom one is more correct to me.
X and Y need to be on the same plane.
X and Y are on the same plane in both examples.
Reading this I realized both are correct, for coding the top one, for 3d printing the bottom one.
Somehow the whole thing makes more sense in 3d printing when you move in xy dimension during the layer and z between them.
That makes sense!
Working with robots at work x is horizontal y is depth z is vertical.
I've never heard of Y pointing up. Z is always up. Unless you're talking about lathes, where Z points to the right and X points up. Whoever came up with that, I hope his frying in hell.
I’ve never heard of Y pointing up.
Screen coordinates work like this because they are 2D. X for horizontal, Y for vertical.
Oh, you need to sort your 2D graphics to figure out how to handle overlaps? Z it is!
My dude there is no up down and right outside of the coordinate system, since the coordinate system defines where up and down is
The enemy’s gate defines where down is.
Right hand rule
This always annoyed me about Minecraft.
I have nothing against y pointing up, but I loathe the fact that left-handed coordinate systems are somehow considered an ok choice. This is probably the strongest I feel about something so inconsequential but I'll die on that hill.
minecraft taught me english and it damn well taught me the correct 3D axes as well
There are two kinds of people: x and x.
If I were to make a thing where I got to decide which one is which I'd pick the 2nd.
I don't have a strong opinion and I'll just pick whatever the default is.
No wonder Unreal Engine 5 is so slow. Its Z buffer is just a bunch of lines.
TIL: I'm a top, not a bottom
TIL: I'm a switch
I find that it depends on the context. If it's side view only it's essentially 2D in which case Y is up.
For anything where you get a proper 3D view, Z is up.
Y will always be up for me thanks to Minecraft
In a 2 dimensional graph y is vertical, adding z doesn't change that.
That's still just convention. In cartesian systems the only requirement is that x and y are orthogonal.
When you add a third dimension, and additional concern arises being what direction of z is the positive one. You'll notice the two examples are not the same, if you flip either one so the x/y line up, there is still disagreement about which direction z is pointing.
It is possibly unbelievable. I have made it back. My old account filled with love doesnt seem to exist anymore? Somehow? I see cracks forming... I see diligence waining, resolve degraded, and persistence fleeting...
Where is our foundation? Where is your foundation?
With out something solid to build upon, our structures should be built to float, and fly.
It's all stupid. I remember a bunch of times a Physics teacher in university using her hand and saying some weird stuff and having no idea what she was talking about, without context or heaving ever heard about her "weird trick".
Was it about the Right-Hand-Rule?
Feels that it's something about that yeah. I basically yeeted any memory from that traumatic class anyway.
Above and below the page/plane is the z-axis.
But some people "hold" the page up in front of them, or down on the table.