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.
Can’t we fix this by using a,b,c coordinates? \s
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.
ah yes the correct way and the Minecraft way
I clicked on this post to say Y is always elevation because I grew up playing Minecraft.
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.
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.
When working in 2 dimensions with gravity, it is common to treat Y as up. E.g, 2d video games, physics problems, computer screens.
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.
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.
Z IS UP AND ALSO IT’S BLUE
Why would you represent Z with Y?
uff. this is very hard.
No, there are 3 actually:

damn Australians
I use all of them depending on what the coordinates are representing…
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
Except when you are working on top-down game/3D environment. In which case you are constantly changing between Z and Y…
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.
Isometric 3D top down games
The top one is wrong because it violates the right hand rule.
Z should be inverted in the top picture.
go home programmer, math does not need you!
What about the left hand rule?
Giggety
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.
When using Godot, first.
When using Blender, second.
One of those people would be wrong.






