muell@lemmings.world to Godot@programming.dev · 8 days agoWhy is the negative Z-axis considered to be facing forward in Godot?message-squaremessage-square10fedilinkarrow-up124arrow-down11
arrow-up123arrow-down1message-squareWhy is the negative Z-axis considered to be facing forward in Godot?muell@lemmings.world to Godot@programming.dev · 8 days agomessage-square10fedilink
minus-squareSkaveRat@discuss.tchncs.delinkfedilinkarrow-up13·edit-28 days 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-up4·edit-28 days agoI think especially in 2d, using the negative direction makes sense, as things that are “higher” (closer to the screen) 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” (closer to the screen) should occlude things that are “lower”. It’s the same in HTML/CSS.