muell@lemmings.world to Godot@programming.dev · 23 hours agoWhy is the negative Z-axis considered to be facing forward in Godot?message-squaremessage-square10fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1message-squareWhy is the negative Z-axis considered to be facing forward in Godot?muell@lemmings.world to Godot@programming.dev · 23 hours agomessage-square10fedilink
minus-squareSkaveRat@discuss.tchncs.delinkfedilinkarrow-up0·edit-222 hours agoArbitrary 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
minus-squarevintageballs@feddit.orglinkfedilinkDeutscharrow-up0·21 hours agoI think especially in 2d, using the negative direction makes sense, as things that are “higher” should occlude things that are “lower”. It’s the same in HTML/CSS.
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
I think especially in 2d, using the negative direction makes sense, as things that are “higher” should occlude things that are “lower”. It’s the same in HTML/CSS.