i read someplace the unreal guy was the only person involved in this clusterfuck who apologised because "i didnt know much about axes when i started" or sth haha
Laugh at the only one that makes any sense for 3d. The first component is forward, the second left and right, the third up. Makes all the maths nice and obvious.
the fact that Unity and Blender use completely different coordinate spaces made following some tutorials impossible
sometimes you convert the coordinates and works, sometimes it LOOKS like it works, but actually doesn't and breaks things way down the line, and sometimes it just doesn't work
Remind me, I will tell you what it is in trainz (the game has its own game engine)
I believe it is X,Y are horizontal since height is a modifier to the object instead of a positional coordinate. Except for splines, which have X,Y,Z.
It's the same with games. I prefer Y up, but it's just a matter of perspective. If you see the 2D game base as a side scrolled like Mario, or a top down game like Zelda.
The early fps games moved around a map, more like Zelda. So, them thinking of it like an actual map, but added depth makes sense.
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X being up/down is still a head scratcher though.
Z IS UP!
I will zie on this zill!
sometimes you convert the coordinates and works, sometimes it LOOKS like it works, but actually doesn't and breaks things way down the line, and sometimes it just doesn't work
I believe it is X,Y are horizontal since height is a modifier to the object instead of a positional coordinate. Except for splines, which have X,Y,Z.
Z up
X to the rear
Y right
You can kind of understand 3DS max, which started as AutoCAD so (X/Y) 2d drawings added a third dimension which was Z-up off the page.
Maya was built by a combination of Alias Systems and Wavefront who were both owned by SGI. It was the PC sequel to Alias’s PowerAnimator.
Similar to Max being the windows version of 3D Studio for DOS.
Lightwave still holds the old resistance and blender acts as the new one.
I used N-world from Nichimen Graphics to ship California Speed. That transitioned to Mirai but never got wide adoption. Neat software though.
The early fps games moved around a map, more like Zelda. So, them thinking of it like an actual map, but added depth makes sense.