I want X up (and Z right, and Y backward). Because there are 48 possibilities and they all equal and deserve same love.
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X up, Y forward but titled down 30 degrees, Z left but in imperial units
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z-up has the great property that many games are basically 2.5D and so you can trivially cast your 3D coordinate to 2D and do game-math with them that makes sense. The bigger "huh" is left-handed. +X forward and +Y to the right always feels weird.
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I think
@ID_AA_Carmack said level design started out as XY like a blueprint / floor plan, which makes Z up natural for level coordinates. Left / right handed is usually just an early arbitrary choice, eg. image space w/ upper left origin and +Y goes down. - 3 more replies
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I worked 3 years in Frostbite, and having used every conceivable coordinate systems in games (including “lower-left corner as origin” in 2D games - memory mapped Targa gfx card), I can’t remember what Frostbite users It really doesn’t matter, as long as the axis are orthogonal?
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Nothing wrong with Z=up. One of those things that at first glance looks insane, then you explain it to people, and it's actually quite sensible.
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These kinds of diagrams always fail to make a distinction between camera space and world space, and it makes my blood boil. Z-up makes waaaay more sense in world space, and Y-up makes sense in camera space or screen space.
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Thanks. Twitter will use this to make your timeline better. UndoUndo
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I look up to the sky and ask - Y?
Thanks. Twitter will use this to make your timeline better. UndoUndo
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