Yeah... As a Blender 3D artist, Z axis has been baked into my brain as the up/down axis.
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In 2D Y is up, in 3D Z is up.
X is always redπ€·ββοΈ
Iβm from a computer graphics background.
Y is down. z is depth. Fight me.
Z is always depth. Both are correct but define different perspectives. Top is looking across the landscape from an arbitrary floating perspective, bottom is looking down with anchored mapping to the surface.
Z IS UP AND ALSO IT'S BLUE
Why would you represent Z with Y?
In a 2D game Y is up. Going from 2D to 3D would make sense to add another dimension forward to account for depth.
However if you start with a map of a 3D surface then North is Y and East is X you'd add Z to account for elevation like everybody making maps would.
I guess it depends on how you look at it.
In my brain Z is Up, Z is Height. In my job I have to deal with both all the time which is quite annoying.
Don't forget the handedness of each coordinate system!
uff. this is very hard.
I am the latter, because if I draw a X-Y plane and lay it on the ground, it aligns with that XYZ reference frame.
<i,j,k> vector master race.
This reminds me of the time when I was in an industry robotics, there were a right hand rule where Z was your thumb up and X and Y your index and middle fingers. So I think the second one is the right, but it should have been drawn other way round.
There are clearly more than two. In the top image that z-axis is pointing in the wrong direction.
x in red and z in blue please..., this is difficult to look at. My conventions !
Can't we fix this by using a,b,c coordinates? \s
I'm the bottom person. X and Y need to be on the same plane.
Technically, regardless of dimensions, x and y always make/share a plane.
But I agree with you, I always imagine Z as jutting out from the plane x and y make.