Poll: Which axis should be the vertical axis?

magicaxis

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Aug 14, 2008
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Supposing we were to make it uniform across everything, what should it be changed to?
DarkDGK and DarkPhysics use Y, while unreal UDK uses Z. In mathematics i think it uses the Y too.

Which makes more sense? Which is more common? Lend me a hand <3
 

Snork Maiden

Snork snork
Nov 25, 2009
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Everything I've ever used (maths, any basic 2D drawing API, OpenGL etc etc) has had Y as vertical. Z comes toward/away from you.
 

Woodsey

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Aug 9, 2009
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Uuuh...

I clicked X, I meant Y. It's 1 in the morning, shut yo' faces.

X = horizontal
Y = vertical
z = depth
 

Lyx

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Sep 19, 2010
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To be standardized, X and Y would need to be width/height anyways, because especially in computing, there is this thing called 2D, where you only have width and height... if z were height, that would mean an order like this: x, z, y *ugh!*

I have no idea why UDK would do it different, but from the above its kinda obvious that they'll either have an amazingly good reason, or a really stupid one.
 

DazZ.

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Jun 4, 2009
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I think Z is fine for vertical, I realise on 2d graphs it's Y but when I make maps I was looking downward from the top for the design part.

So that part was x and y for left and right etc then extra layers/hills are Z with up and down, which is still depth just from the sky perspective, not an in game view.

Still think it should be Y though, but it can make sense with Z depending on how you primarily look at the map.
 

BGH122

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Jun 11, 2008
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I'd always believed it was Y for height X for width and Z for depth, but my chemistry textbook shows atomic radii with Y and Z reversed i.e. Z for height. I think it's generally accepted (since it's derived from mathematics and this is how maths has it) that Y is height.
 

the amativeness

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Nov 18, 2009
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Depends on the application.

For 2d work, X is horizontal and Y is vertical. This should remain unchanged.

When transitioning to 3d work, the above statement should apply to a top view of the object/item. For example, in a game like Super Mario 64 (or any other "simple 3d game"), X+Y axises should refer to the planar movement (forward, back, sideways). The Z dimension would be vertical (up).

When people say height/width/depth, they are usually referring to looking at an object (for example, a cube or a figure). For representation of a gaming world, it makes more sense to use a north/east/up method for XYZ. This allows maps to be made on the XY coordinate system, and Z values whenever height is necessary (such as building structures in Minecraft).

FYI for the OP: "Y is the standard for math" isn't true. Y is the standard up for a 2 coordinate system. Z is the standard up for a 3 coordinate system. Since we need a 3d system for 3d gaming, I vote "Z".
 

Wyes

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Aug 1, 2009
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Coming from more of a maths background here, Y is typically always vertical, but there's no reason for this besides convention.