this post was submitted on 01 Dec 2025
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[–] ieatpwns@lemmy.world 7 points 5 months ago

X across, Y to the sky, Z towards me

Everything else is wrong fight me

[–] Hadriscus@jlai.lu 7 points 5 months ago

x in red and z in blue please..., this is difficult to look at. My conventions !

[–] m0darn@lemmy.ca 7 points 5 months ago (1 children)

Right handed and left handed? (Top image doesn't follow right hand rule, Z should point towards camera)

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[–] hOrni@lemmy.world 7 points 5 months ago (3 children)

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.

[–] Klear@quokk.au 6 points 5 months ago

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!

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[–] DeathByBigSad@sh.itjust.works 6 points 5 months ago* (last edited 5 months ago) (3 children)

Basically: Platformer vs Top-Down, which would you choose if you were forced to make/play a game 2D only

[–] SaharaMaleikuhm@feddit.org 4 points 5 months ago

Top is also Visual Novel

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[–] solomonschuler@lemmy.zip 6 points 5 months ago (4 children)

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.

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[–] mats@piefed.social 5 points 5 months ago

Right hand rule

[–] Asfalttikyntaja@sopuli.xyz 5 points 5 months ago

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.

[–] nutbutter@discuss.tchncs.de 5 points 5 months ago

When using Godot, first.

When using Blender, second.

[–] hardcoreufo@lemmy.world 5 points 5 months ago

Working with robots at work x is horizontal y is depth z is vertical.

[–] squaresinger@lemmy.world 5 points 5 months ago

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.

[–] TriangleSpecialist@lemmy.world 4 points 5 months ago

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.

[–] janus2@lemmy.zip 4 points 5 months ago

Z IS UP AND ALSO IT'S BLUE

[–] REDACTED@infosec.pub 4 points 5 months ago

Why would you represent Z with Y?

[–] Postmortal_Pop@lemmy.world 4 points 5 months ago

I hate this so much in the 3d printing world. I want it to graph from the angle I'm watching it, not from the angle the nozzle is.

[–] ytg@sopuli.xyz 4 points 5 months ago

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

[–] cryoistalline@lemmy.ml 3 points 5 months ago

Am i weird for using Y down right chiral on all my projects?

[–] halvar@lemy.lol 3 points 5 months ago (1 children)

minecraft taught me english and it damn well taught me the correct 3D axes as well

[–] Hadriscus@jlai.lu 5 points 5 months ago (3 children)

there are no correct axes, only conventions.

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[–] KiwiTB@lemmy.world 3 points 5 months ago

No wonder Unreal Engine 5 is so slow. Its Z buffer is just a bunch of lines.

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