this post was submitted on 01 Dec 2025
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Z is elevation. Any real world application, z goes up down. 3D applications SHOULD use it for elevation. I despise that many do not. It's so fucking confusing. 2D, sure y go brrr. But once that 3rd dimension is added, y needs to take several seats and quit trying to take on dimensions it doesn't have any right to.
Y-up sorta makes sense in games. Imagine a 2D platformer, Y is up and X is horizontal. Now add depth. Instead of flipping axis just use Z for depth.
But in top down 2D games you also use X and Y but now neither is up
True but I think it’s also because of screen coordinates, Y is always the vertical axis in screen coordinates. So programmers translated that to 3D coordinates because in real world space the screen doesn’t lie flat but is up right. It’s probably why Y is up in OpenGL and calls the depth buffer the Z-Buffer.