[talking on a grainy monitor, voice modulated]
Wake up, gentlemen. For many years, you have failed to agree upon the assigned labels of the three axes in 3D space. Now you must face three more axes, this time suspended above your heads.
Coder, pun perpetrator
Grumpiness elemental
Hyperbole abuser
Tools programmer
Writer-wannabe
Did translations once upon a time
I contain multitudes
(TurfsterNTE off Twitter)
Trans rights
Black lives matter
Be excellent to each other
[talking on a grainy monitor, voice modulated]
Wake up, gentlemen. For many years, you have failed to agree upon the assigned labels of the three axes in 3D space. Now you must face three more axes, this time suspended above your heads.
I just need you to understand I had a visceral reaction to this comment.
alright but for real Jigsaw would be a good name for a Hammer lineage level editor
Always hated the convention that z is up/down rather than towards/away, in 2d I always saw y as vertically oriented (sure it's technically horizontal if you lay a page on a table, but we still call those edges the "top" and "bottom" of the page regardless of its actual position) so why is it suddenly one of the horizontals if we add another?
It’s based on the convention that the last axis is up. When you’re navigating a space, up is special, horizontal axes are all similar. Making z up means your maps get to be 2d x/y, locations in space can be shorthanded to (x, y) when the altitude doesn’t matter. (If you’ve ever listened to someone listing Minecraft coordinates, which are y-up, they have to say (x, -, z) which causes a variety of awkward phrasing.)
For math purposes, truncating a vector by cutting off the last coordinate is slightly more natural than cutting out the last one.
Basically: preserving y-up between 2d and 3d is foolish consistency that makes everything harder, preserving “last coordinate up” is better for everything except communicating to people who haven’t learned the convention.
How about w = towards/away, and then x and y are the same?
Dabbling with Godot recently, this drives me extra nuts. Godot, sensibly, agrees that the vertical axis is Y — but that up is negative. To jump, you apply negative vertical velocity. 🙃
i remember positive y being up for 3d in godot, did they change it at some point?
I never used Godot before version 4, so I dunno! But as it is, up is negative for some insane reason.