• mad_lentil@lemmy.ca
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    38 minutes ago

    Above and below the page/plane is the z-axis.

    But some people “hold” the page up in front of them, or down on the table.

  • solomonschuler@lemmy.zip
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    2 hours ago

    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.

  • squaresinger@lemmy.world
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    2 hours ago

    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.

  • Spacehooks@reddthat.com
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    3 hours ago

    Weird didn’t everyone learn XY on paper on a desk first? All they did was add z axis to that original concept for elevation which gives us the bottom image.

    Top image is like if I held paper straight parallel to my face.

    • homura1650@lemmy.world
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      2 hours ago

      When working in 2 dimensions with gravity, it is common to treat Y as up. E.g, 2d video games, physics problems, computer screens.

    • squaresinger@lemmy.world
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      2 hours ago

      That’s basically what it comes down to: Is your XY plane a piece of paper that you look at from the top, or is it the pixel coordinates of the screen you are looking through?

      That’s why X is usually not contested, because it’s the same on a piece of paper that you view top-down and on a screen that you view from the front.

      Y is then one of the two potential axies for either a top-down or a side-scrolling view, and Z is the remaining axis.

    • jaupsinluggies@feddit.uk
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      2 hours ago

      Well no. First the teacher drew it on the board, hence Y pointing up at the ceiling.

      Then we switched to paper and discovered Y pointing somewhere else was somehow the same thing.

      So the right answer to the OP is probably that “they’re the same picture” meme.

  • KSP Atlas@sopuli.xyz
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    10 hours ago

    y-up ftw

    It’s easier when writing 3d renderers cause the x and y coordinates of the 3d points eventually become the x and y coordinates of the 2d points on screen and it’s easier to keep track of

    • dev_null@lemmy.ml
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      8 hours ago

      Except when you are working on top-down game/3D environment. In which case you are constantly changing between Z and Y…

    • Victor@lemmy.world
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      9 hours ago

      Indeed, depth buffers etc are from the z coordinate.

      Also on the web, the “z-index” is the depth of elements in the world of CSS.

      I wonder in which contexts y would make more sense as the depth.

  • Asfalttikyntaja@sopuli.xyz
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    13 hours ago

    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.