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.
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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
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.
In 2D Y is up, in 3D Z is up.
X is always red🤷♂️
On Nintendo X is up. On Xbox X is left. On Playstation X is down.
I’m from a computer graphics background.
Y is down. z is depth. Fight me.
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.
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
Almost the entirety of computer graphics uses the z coordinate for depth afaik.
Even Minecraft does it.
As someone who looks at this from a GIS / cartographic view, the top option being possible is horrific to me.
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.
The top one is wrong because it violates the right hand rule.
Z should be inverted in the top picture.
What about the left hand rule?
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.
Yes, but please just make it follow the right hand rule...
Top one is incorrect. Z needs to point outwards.
There are three kinds of people…
Z up all the way because my 3d printer but why is Minecraft y-up D:
Unreal Engine is switching to Y-up
That's...not the problematic part there, like at all.
There's a problematic part ?
A left handed coordinate system is absolute blasphemy.
ah ! well. I don't use any of the programs that are left handed so I can't say I've ever had to struggle with I/O shenanigans, if that's what you're talking about. But you're leaving me guessing, so not sure what else I can say
I spend a lot of time opening files in multiple programs. What would even happen if you switched from a right handed program to a left handed program? It's completely up to interpretation how to read the orientation.
Tradition, 3d videogames started doing it like that because of how computers worked 40 years ago, then devs got used to think about 3d space that way and it stuck. Essentially videogames think about visual depth. And yes, the physics engines for videogames usually account for that and use their own transformations of formulas because they are rarely simulating anything more complex than rigid body physics. Advanced simulations aren't any harder for devs, all the transformations are abstracted away with libraries.
In the end they are just reference frames and up is whatever you want it to be. As Wikipedia puts it eloquently: “Unlike most mathematical concepts, the meaning of a right-handed coordinate system cannot be expressed in terms of any mathematical axioms. Rather, the definition depends on chiral phenomena in the physical world, for example the culturally transmitted meaning of right and left hands, a majority human population with dominant right hand, or certain phenomena involving the weak force.”
Not really. Youtuber Acerola has a great series on shader programming and dealing with negative numbers is a non-factor. The advantage of working with computers is that it abstracts that complexity away. You program with high level concepts, a dev rarely deals with direct calculations, unless they are actually writing the fundamental apis for it, like DX or Vulkan. Much less copy-paste formulas. It gets complicated fast, but the abstraction keeps it simple for the developer, like, the math is perhaps the easiest part of programming computer graphics.
It's okay. The equations have been done since a long time ago. Devs don't have to think about it much. Essentially, computer simulations already have their own body of math that you probably were not taught in physics, because they aren't relevant for real world physics study.
Ace is a decent watch. Shit post quality video energy, that's information dense. Always gonna second an Acerola suggestion.
I'm not getting left handed vs right handed. Right handed means negative values go right? Why would anyone do that?
Right handed means that when you curl the fingers on your right hand from +X towards +Y, your thumb points towards +Z.
But then should the little axis depictions in OP be swapped?
Someone else was explaining how to tell left from right handed. Buy why is it important? If you do math and physics, you almost certainly would use a right hand system. That means all formulas are derived with that in mind. If you try to use them in the left handed system, you are going to have a horrible time trying to figure out which of all terms need to have their sign flipped.
I know Z as upward. X and Y were always on the base plane representing length and width. Z comes in being all like, "Now we're being 3D!"
So wherever the "floor" is, represented with gridlines, boundary, canvas, etc. that's where they live. That is Flatland where there is no up or down. It is 2D where most of my work is. If you try tell me Y is Z, I'd ask "wtf is a Z?"
But what if instead of adding a third dimension by going UP, you add a third dimension by going FORWARD. Like a computer screen, X and Y coordinates are side-to-side and up-and-down. If you made a volumetric display by adding a third dimension to that, Y would be up and Z would be forward.
I usually think of Z as up, because that’s how stuff based on the physical world usually works. But I can understand why some think of it with Y as up.
Third dimension isn't up, it's just not X or Y. We just say "height" or synonyms for it because we say "length and width" for X and Y, even though all axis are just length between vectors proceeding in order of being able to exist, X, Y, then Z.
If you are plotting your perspective, it will run on entirely different coordinates to an object's coordinates, i.e. Camera vs Object stricture. But in most arts and all math, we tend to model the object and it's values which we create and assign to it as attributes, not with values of how it should look from various perspectives.
I think that's the confusion. You could get used to the Z being treated as Y, but it's incomparable with everything else and you'd have to now confirm with other's that length and width are X and Z and extrusions from 2D plane are Y. This doesn't occur much anywhere else. This is the whole premise behind the meme. Arguing between standards when one is universal, the other is niche but those that have only learned the niche one are adamant the universal one is wrong.
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.
X is up, there now no one is happy.
The second fellow is a machinist, like me.
I'll leave this here for context (bottom right is the only sane one)

Yeah... As a Blender 3D artist, Z axis has been baked into my brain as the up/down axis.
"baked" pun intended maybe?
I've been making models in Blender to import into Godot so I have to constantly switch.

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