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muell@lemmings.world to Godot@programming.dev · 2 months ago

Why is the negative Z-axis considered to be facing forward in Godot?

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Why is the negative Z-axis considered to be facing forward in Godot?

muell@lemmings.world to Godot@programming.dev · 2 months ago
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  • erytau@programming.dev
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    2 months ago

    Because, uh… we here in the 3D world like a little bit of pain.

    xyz in 3d software

    • DriftingLynx@lemmy.ca
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      2 months ago

      Without suffering, there is no art.

    • andrewth09@lemmy.world
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      2 months ago

      I haven’t done CAD/3D modeling in years. I hate this chart. Great chart, thanks for sharing.

    • muell@lemmings.worldOP
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      2 months ago

      Great chart, thanks for sharing this.

  • Kissaki@programming.dev
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    2 months ago

    Why not? You mean instead of the opposite? There’s two “common” coordinate systems with opposing Z.

    https://en.wikipedia.org/wiki/Cartesian_coordinate_system#Orientation_and_handedness

    • muell@lemmings.worldOP
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      2 months ago

      Well, it causes moving forward to be on the negative Z-axis instead of the positive, which isn’t intuitive.

      Also, when we’re looking at the front of our model in the editor, the positive Z-axis faces away from us and the positive X-axis is on the left. Kinda backwards.

      Maybe there’s something I’m missing, but that’s the point of this thread.

      • KindaABigDyl@programming.dev
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        2 months ago

        Not if you think of forward as “towards you.” It comes from Math. X is right, Y is up, and then when doing 3D, Z is out of the page, bc that’s easiest to draw.

  • SkaveRat@discuss.tchncs.de
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    2 months ago

    Arbitrary and historical reasons.

    A good overview about why and who: https://ahmetburul.medium.com/coordinate-systems-of-3d-applications-guide-ddfa2194ed88

    Personally, I’m super annoyed that Z is not up. but that’s just me coming from Blender and Unreal. It makes programming 3D games more annoying, imo

    Edit to add: With Godot having its origins in 2D, Z is “into the screen”. and that orientation basically stuck. Why they used negative, I’m not sure

    • vintageballs@feddit.org
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      2 months ago

      I think especially in 2d, using the negative direction makes sense, as things that are “higher” (closer to the screen) should occlude things that are “lower”. It’s the same in HTML/CSS.

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