• muell@lemmings.worldOP
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    22 hours ago

    Well, it causes moving forward to be on the negative Z-axis instead of the positive, which isn’t intuitive.

    Also, when we’re looking at the front of our model in the editor, the positive Z-axis faces away from us and the positive X-axis is on the left. Kinda backwards.

    Maybe there’s something I’m missing, but that’s the point of this thread.

    • KindaABigDyl@programming.dev
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      18 hours ago

      Not if you think of forward as “towards you.” It comes from Math. X is right, Y is up, and then when doing 3D, Z is out of the page, bc that’s easiest to draw.

    • ulterno@programming.dev
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      21 hours ago

      I haven’t used Godot, but from the info you gave, it seems like they started as a 2D game engine.

      For something started as 3D, I would expect x and y to be on the floor and +z to be against gravity.

      • Jerkface (any/all)@lemmy.ca
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        16 hours ago

        Well, in 2D, one would expect x and y to map to camera up/down and camera left/right in some way, depending on where we decide the origin goes on the screen. In the game world, gravity might be +/- y; it’s kind of irrelevant. In any case, z has to map to the axis the camera is looking down.

        But IIRC you can just apply a global transformation and use any coordinate system you like.