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The Picard Maneuver@piefed.world to memes@lemmy.worldEnglish · 20 hours ago

There are two kinds of people.

media.piefed.world

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There are two kinds of people.

media.piefed.world

The Picard Maneuver@piefed.world to memes@lemmy.worldEnglish · 20 hours ago
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  • Bazell@lemmy.zip
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    1 hour ago

    No, there are 3 actually:

    • tetris11@feddit.uk
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      1 hour ago

      damn Australians

  • KSP Atlas@sopuli.xyz
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    2 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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      21 minutes 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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      38 minutes 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.

  • Teepo@sh.itjust.works
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    5 hours ago

    The top one is wrong because it violates the right hand rule.

    • cmhe@lemmy.world
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      2 hours ago

      Z should be inverted in the top picture.

      • tetris11@feddit.uk
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        1 hour ago

        go home programmer, math does not need you!

    • NigelFrobisher@aussie.zone
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      2 hours ago

      What about the left hand rule?

      • Victor@lemmy.world
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        37 minutes ago

        Giggety

  • Asfalttikyntaja@sopuli.xyz
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    5 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.

  • nutbutter@discuss.tchncs.de
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    5 hours ago

    When using Godot, first.

    When using Blender, second.

  • Archangel1313@lemmy.ca
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    6 hours ago

    One of those people would be wrong.

  • Miaou@jlai.lu
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    8 hours ago

    Wrong and right

  • PearOfJudes@lemmy.ml
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    11 hours ago

    Minecraft

  • iamdefinitelyoverthirteen@lemmy.world
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    12 hours ago

    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.

  • etuomaala@sopuli.xyz
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    15 hours ago

    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.

    • blockheadjt@sh.itjust.works
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      5 hours ago

      Surely you mean the bottom one

    • 𝙲𝚑𝚊𝚒𝚛𝚖𝚊𝚗 𝙼𝚎𝚘𝚠@programming.dev
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      10 hours ago

      Almost the entirety of computer graphics uses the z coordinate for depth afaik.

      Even Minecraft does it.

      • dev_null@lemmy.ml
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        19 minutes ago

        Yeah, and for a top-down game depth is up/down. You know, like depth being… Deep down.

    • KyuubiNoKitsune@lemmy.blahaj.zone
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      9 hours ago

      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.

    • drcobaltjedi@programming.dev
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      11 hours ago

      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

      • humorlessrepost@lemmy.world
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        12 hours ago

        Same with CSS for the same reason.

  • [鳳凰院 凶真 Hououin Kyouma]|[alt: 黃家駒 Wong Ka Kui]@sh.itjust.works
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    11 hours ago

    Basically: Platformer vs Top-Down, which would you choose if you were forced to make/play a game 2D only

    • DeathsEmbrace@lemmy.world
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      5 hours ago

      2.5D games actually lock on one way

      • BeeegScaaawyCripple@lemmy.world
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        4 hours ago

        Ah, the beautiful faux-isometric

  • socsa@piefed.social
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    12 hours ago

    <i,j,k> vector master race.

  • Caveman@lemmy.world
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    15 hours ago

    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.

    • zeca@lemmy.ml
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      12 hours ago

      Yes, but please just make it follow the right hand rule…

      • 𝙲𝚑𝚊𝚒𝚛𝚖𝚊𝚗 𝙼𝚎𝚘𝚠@programming.dev
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        10 hours ago

        Which one?

        (Technically all the same, I know).

        • zeca@lemmy.ml
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          9 hours ago

          The first? I dont know… They all look weird since the finger axes dont intersect properly.

  • KingGimpicus@sh.itjust.works
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    14 hours ago

    The second fellow is a machinist, like me.

    • CetaceanNeeded@lemmy.world
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      12 hours ago

      Yes! Except when using a lathe…

      • KingGimpicus@sh.itjust.works
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        10 hours ago

        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.

  • cryoistalline@lemmy.ml
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    11 hours ago

    Am i weird for using Y down right chiral on all my projects?

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