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It makes sense for most 3D games, where the main movement axes are the ground, so that is marked x/y.
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balte22917yI had quite a hard time when I went from 3d applications with z as height (I think it was blender?) going back to maths class where y was height.
total brainfuck. -
Well.. For me Z is mostly up and down.
I work In the molding company and our work plane is always XY in a 3 axis machine...
Even on a 5 axis machines the programer uses Z from the top, the machine rotates and the new plane is converted to Z on top... -
DelError5247yI think most 3D programs and engines use the Z axis for up and down.
Maybe math classes should change in order to adapt. Because I remember that only in school/university the Z axis was up/down. -
The problem with this is that it doesn't follow the right hand coordinate system rule which is a standard in 3d programming. The reason this is a standard is so that it will make sense on a 2d screen. x-axis is horizontal, y-axis is vertical and z-axis is pointing towards you as you look at the screen. This makes most sense from a 3d programming perspective.
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@kenogo The thing is that if you flip the coordinate system, it doestn't match the screen coordinates anymore.
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mundo0349117yIt is all about perception.
Do you expect the axis to follow your point of view? No.
So, the standard pointβ of view is watching the ground from the sky, just ad the god you are since you are cresting the stupid world. -
th3113247yPeople saying they learned it one way OR another are completely failing to think. When the hell has anyone ever said x is side to side and y is up and down? When you look at a 2D graph on a whiteboard it might be like that, but when you look at a graph in a textbook flat on a table are you suddenly confused? Of course not.
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@Fydrenak being used to it, and not surprised by it, is certainly important, especially in cases where results aren't always immediately apparent.
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I had quite the rage at the Unreal Engine just now.
Why would you make the Z-axis up and down? π
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