this post was submitted on 25 Apr 2025
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Godot

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[–] erytau@programming.dev 49 points 23 hours ago (2 children)

Because, uh... we here in the 3D world like a little bit of pain.

xyz in 3d software

[–] andrewth09@lemmy.world 6 points 17 hours ago

I haven't done CAD/3D modeling in years. I hate this chart. Great chart, thanks for sharing.

[–] muell@lemmings.world 9 points 23 hours ago

Great chart, thanks for sharing this.

[–] SkaveRat@discuss.tchncs.de 12 points 1 day ago* (last edited 1 day ago) (2 children)

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

[–] TedDallas@programming.dev 1 points 18 hours ago* (last edited 18 hours ago)

Yeah, while initially writing my terrain generator I thought it weird to have a X,Z grid of tiles. Odd decision for Godot team. But I am used to it now.

[–] vintageballs@feddit.org 2 points 1 day ago* (last edited 19 hours ago)

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.

[–] Kissaki@programming.dev 6 points 1 day ago (1 children)

Why not? You mean instead of the opposite? There's two "common" coordinate systems with opposing Z.

https://en.wikipedia.org/wiki/Cartesian_coordinate_system#Orientation_and_handedness

[–] muell@lemmings.world 0 points 1 day ago (2 children)

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 3 points 21 hours ago* (last edited 21 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 -1 points 1 day ago (1 children)

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@lemmy.ca 2 points 19 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.