• bradhd@programming.dev
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    11 days ago

    Frankly I’m surprised how many other systems are Z-up.

    Right-handed Z-up is the default orientation in mathematics and related disciplines (like physics) when working with 3D Cartesian coordinates, which I guess is why most of the software in that quadrant is used for modelling real-world objects (compared to digital-only game assets etc).

    • UniversalBasicJustice@lemmy.dbzer0.com
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      11 days ago

      Shit I think I learned the right hand rule in Physics 1. And then in Physics 2, Statics, Dynamics, Machine Design, and several others.

      Why Y-up?? Clearly the softies arent touching enough grass, apparently due to a lack of orienteering ability.

      QUICKEDIT; GabeN demonstrating superior decision-making as usual with Z-up RHR in Source.

      • bradhd@programming.dev
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        11 days ago

        As far as I can tell, it’s more about what the final output is used for. If it’s to be rendered on a screen, then the convention is that the z-axis is depth (since the x-y plane represent the location on-screen). So game assets and VFX tend to prefer Y-up. If it’s a digital representation of a real object (like in CAD programs), then the more “physical” convention is the useful one.