this post was submitted on 04 Jan 2024
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Lemmy Shitpost

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[–] jaschen@lemmynsfw.com 3 points 10 months ago (5 children)
[–] MacNCheezus 26 points 10 months ago (1 children)
[–] Aurenkin@sh.itjust.works 6 points 10 months ago

Indeed, a common mistake for newcomers to the field.

[–] PM_ME_VINTAGE_30S@lemmy.sdf.org 13 points 10 months ago (1 children)

It's typically vertical, but you can name your variables however you want.

[–] MacNCheezus 4 points 10 months ago

The Z axis is usually used for depth, so it's going to be perpendicular to whatever your frame of reference (i.e. projection plane) is.

If it's upright in space, like a computer screen, the Z axis will be horizontal. If it's a sheet of paper on a desk, then yes, I suppose it could be argued to be vertical instead.

[–] CheesyFox@lemmy.world 6 points 10 months ago (2 children)

in lots of 3D software Z is horizontal

[–] jaschen@lemmynsfw.com 1 points 10 months ago (1 children)

All the 3D printer software, Z is vertical. But I only used a couple so I am not an expert.

[–] VikingHippie@lemmy.wtf 4 points 10 months ago (1 children)

All the 3D printer software

But I only used a couple

🤔

[–] victorz@lemmy.world 1 points 10 months ago (1 children)

Horizontal going into the screen right? The depth axis, if you will.

[–] experbia@lemmy.world 3 points 10 months ago (1 children)

not consistently. I find there are basically two schools of thought in 3d graphics:

  • the screen is a graph representing a 3d space: the x axis is horizontal, the y axis is vertical. depth, going 'into' the screen, then becomes the z axis. mathematicians and programmers tend to like this.

  • the screen is a camera viewing a 3d space from within itself: the coordinates to position yourself along a line is one dimensional: x. to position yourself on a plane as in a 2d game, two dimensional: x, y. to position yourself within a volume, three dimensional: x, y, z. humans are kind of inherently planar spatial navigators - it's easy to think about our position in terms of "where on the ground" we are, then adjust for height. 3d artists and level designers tend to like this.

[–] victorz@lemmy.world 2 points 10 months ago

Ah I see. Thanks. I'm used to the first line of thought, as that's what I've been using when doing 3D programming.

[–] jcg@halubilo.social 3 points 10 months ago

I've definitely seen Z as the forward/backward axis before

[–] victorz@lemmy.world 1 points 10 months ago

No? That would be the y axis.