this post was submitted on 06 Jun 2025
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[–] [email protected] 72 points 1 month ago (3 children)

Because a flat surface is an x-y plane. The ground is a "flat" surface, and so the z dimension is height.

For me, that's the only way that makes sense. But I program robots for a living, so I'm used to dealing with coordinate systems where the flat reference is the ground. Programmers seem to be using the screen as the flat reference. If I were building a game world, I'd probably use z-up convention.

[–] [email protected] 11 points 1 month ago* (last edited 1 month ago) (1 children)

Programmers seem to be using the screen as the flat reference.

In screen coordinates, the origin is the top left corner of the screen, and the Y-axis increases towards the bottom of the screen. So Y still isn't "up"

[–] [email protected] 2 points 1 month ago

His point is that's where it comes from. In most 3D software as seen in the chart, the XY plane is paralel to the screen, just that Y is up instead of down like in 2D, cut that would be insane if it was like that.

[–] [email protected] 7 points 1 month ago* (last edited 1 month ago)

Yeah, it depends on whether you expect the 2D view to be on the floor or on the wall. If it's on the floor, Z is up. If it's on the wall, Z is forwards & backwards (depth). Personally I think it being on the wall makes way more sense since we already expect from 2D view that Y is up and down, it feels weird to shift it to forwards & backwards when switching to 3D.

[–] [email protected] 7 points 1 month ago

I'm old enough that I also was exposed to Y-down, and that's still my default.