X across, Y to the sky, Z towards me
Everything else is wrong fight me
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A collection of some classic Lemmy memes for your enjoyment
X across, Y to the sky, Z towards me
Everything else is wrong fight me
Right handed and left handed? (Top image doesn't follow right hand rule, Z should point towards camera)
Right hand rule
I have nothing against y pointing up, but I loathe the fact that left-handed coordinate systems are somehow considered an ok choice. This is probably the strongest I feel about something so inconsequential but I'll die on that hill.
Basically: Platformer vs Top-Down, which would you choose if you were forced to make/play a game 2D only
Top is also Visual Novel
No, just no. x is the variable for depth, y is the variable for width, and z is height. I learned that from multivariable calculus, no other convention is better.
Fuck you for showing me this, I'm now going to gauge my eyes out.
Unless you're into magnetic resonance and use rotating frames:

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.
Technically, there's a lot more options. Any axis can have any name. The reason why these two main systems exist is because of 2D coordinates.
A 2D coordinate system can either be viewed top-down (piece of paper on a table) or from the front (pixels on a screen). So while X stays the same in both of these options (and thus isn't contested in 3D coordinates), Y is either up (on a screen) or ahead (on paper), and Z then gets whatever axis is left over.
If I were to make a thing where I got to decide which one is which I'd pick the 2nd.
I don't have a strong opinion and I'll just pick whatever the default is.
When using Godot, first.
When using Blender, second.
Working with robots at work x is horizontal y is depth z is vertical.
Z IS UP AND ALSO IT'S BLUE
Why would you represent Z with Y?
In a 2 dimensional graph y is vertical, adding z doesn't change that.
I find that it depends on the context. If it's side view only it's essentially 2D in which case Y is up.
For anything where you get a proper 3D view, Z is up.