No, there are 3 actually:

damn Australians
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.
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.
Wrong and right
Minecraft
I am the latter, because if I draw a X-Y plane and lay it on the ground, it aligns with that XYZ reference frame.
I legit had no idea anybody actually used the upper system until now. I had to read the comments just to see whether the upper system was just some sort of joke. I am horrified.
Surely you mean the bottom one
Almost the entirety of computer graphics uses the z coordinate for depth afaik.
Even Minecraft does it.
Yeah, and for a top-down game depth is up/down. You know, like depth being… Deep down.
https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-FDC58F4E-63B9-4012-B232-5F2FBAC5EAC9
Y-up and Z-up
In animation and visual effects, the tradition is to use Y as the “up” or elevation axis, with X and Z as the “ground” axes. However, some other industries traditionally use Z as the up axis and X and Y as the ground axes.
It depends on how you view 2D->3D.
If you’re thinking of a side scroller like the original Super Mario, Y is up/down and X is left/right making the new dimention Z being forward/backward.
However if you think of 2D space like the first LoZ, then Y is North/South and X is East/West making Z up/down
Same with CSS for the same reason.
Basically: Platformer vs Top-Down, which would you choose if you were forced to make/play a game 2D only
2.5D games actually lock on one way
Ah, the beautiful faux-isometric
<i,j,k> vector master race.
In a 2D game Y is up. Going from 2D to 3D would make sense to add another dimension forward to account for depth.
However if you start with a map of a 3D surface then North is Y and East is X you’d add Z to account for elevation like everybody making maps would.
I guess it depends on how you look at it.
Yes, but please just make it follow the right hand rule…
Which one?

(Technically all the same, I know).
The first? I dont know… They all look weird since the finger axes dont intersect properly.
The second fellow is a machinist, like me.
Yes! Except when using a lathe…
I mean a lathe doesn’t really have a y axis tho. Tool height is just tool height. Even on a vertical lathe you usually only have x and z.
Am i weird for using Y down right chiral on all my projects?








