always torn on this. on the one hand there is something fairly comical about treating all of 3D computing like it's an extension of a sidescroller. on the other hand, as a mathematician, this is clearly ludicrous

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always torn on this. on the one hand there is something fairly comical about treating all of 3D computing like it's an extension of a sidescroller. on the other hand, as a mathematician, this is clearly ludicrous
the way to remember it is that blender is gangster style finger guns with the right hand rule
Oh
I thought this was about a new cohost feature called Y is finally on the site
Z is up, unless yur making 3D side scrollers or something
Maps should be flat x and y and the third dimension extruded from that as if standing upon them, ala old doom maps
Everything gets translated into a 2D plane eventually, why not embrace it early on?
making one of the axes sorta-kinda-sometimes, depending on the game, map to your monitor axes doesn't seem like it buys you anything though. if anything it seems ripe for causing confusion
Non-joke answer this time, I don't know the actual history but given that realtime 3D graphics are a relatively new thing compared to 2D graphics, I would expect old 2D abstractions to carry through and become embedded as common practice. Though the fact that there are Y-up, Z-forward; Y-up, Z-backward; Z-up, Y-forward; and Z-up, Y-backward systems does imply that different people tried to tackle 3D in varyingly mathematically "pure" ways. The variety is more to cause for the confusion than any particular coordinate system, IMO. Otherwise you've got multiple different fields to blame for the inconsistency- pure mathematics, computer science, and physics all have different conventions about coordinates and all of them have to coordinate for game development. Some aspect is always going to be a little bit frustrating, they can't realistically all work their own respective ways at the same time unless you want to be doing way too many conversion steps (mainly matrix multiplications) to keep everyone happy.
There were historically a bunch of 2D graphics APIs that treated Y as up, as well. Y only became commonly down when people started to think about things in terms of raw framebuffers.
OpenGL historically treats Y as up and Z as pointing out of the screen, if you want something that annoys both camps.