Matytoonist

Bnnuy brainrot(?

19yo argentinian cis guy
Things i like range from art, to software, to DIY electronics, and whatever current project im having

big button that reads "powered by linux" featuring Xenia's left eye from the original drawing om the left
button that reads "bunny browser" parodying the netscape logo with a rabbit siluette

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in reply to @blep's post:

in reply to @lexyeevee's post:

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.