• JigglySackles@lemmy.world
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    10 hours ago

    Z is elevation. Any real world application, z goes up down. 3D applications SHOULD use it for elevation. I despise that many do not. It’s so fucking confusing. 2D, sure y go brrr. But once that 3rd dimension is added, y needs to take several seats and quit trying to take on dimensions it doesn’t have any right to.

    • unphazed@lemmy.world
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      3 hours ago

      It makes more sense if you’ve ever drawn in CAD. Top view, x and y. Now side view, y and z or y and x. You look down on x and y, and if you are extruding you now create the z axis dimensions. For the people who draft on the side axis: you are true psychos (ok, unless you’re using a lathe I suppose, or if the silhouette is more defined from the side… ok maybe not psycho, just odd)

      • BanMe@lemmy.world
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        3 hours ago

        User look sideways at item on shelf. Designers look down on paper. Both viewpoints are needed for it to be a good object.

        Architects do both because they have all that math and something serious to prove.

  • khepri@lemmy.world
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    9 hours ago

    Z is depth, full stop, and I have my fists raised, Queensbury-style, to anyone who contends otherwise.

  • mad_lentil@lemmy.ca
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    14 hours ago

    Above and below the page/plane is the z-axis.

    But some people “hold” the page up in front of them, or down on the table.

    • Buddahriffic@lemmy.world
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      10 hours ago

      My “page” is my monitor’s screen, a window into many virtual worlds that extend past the plane of my screen.

      Actually, my screen is a curved surface. So the 3d virtual world is projected onto a 2d plane which is then projected back onto a 3d curved screen. The math to make it look correct in the final projection is different from what makes it look correct on a flat screen, though I don’t know if any renderers actually do this correction. Not that I think the difference is huge.

  • m0darn@lemmy.ca
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    12 hours ago

    Right handed and left handed? (Top image doesn’t follow right hand rule, Z should point towards camera)

  • Spacehooks@reddthat.com
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    16 hours ago

    Weird didn’t everyone learn XY on paper on a desk first? All they did was add z axis to that original concept for elevation which gives us the bottom image.

    Top image is like if I held paper straight parallel to my face.

    • e0qdk@reddthat.com
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      3 hours ago

      didn’t everyone learn XY on paper on a desk first?

      No. I was plugging in crazy combinations of r, theta, x, y, z, t, and anything else shown in the built-in demo of that old Mac 3D graphing calculator app years before my teachers got to explaining coordinate systems. I had no idea what most of it meant, but I could make cool looking animated graphics as a third grader…

      Also, I found GameMaker which introduced me to using X to the right and Y down in 2D (with the origin in the top-left corner) before algebra was taught to me in school…

    • homura1650@lemmy.world
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      16 hours ago

      When working in 2 dimensions with gravity, it is common to treat Y as up. E.g, 2d video games, physics problems, computer screens.

    • squaresinger@lemmy.world
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      16 hours ago

      That’s basically what it comes down to: Is your XY plane a piece of paper that you look at from the top, or is it the pixel coordinates of the screen you are looking through?

      That’s why X is usually not contested, because it’s the same on a piece of paper that you view top-down and on a screen that you view from the front.

      Y is then one of the two potential axies for either a top-down or a side-scrolling view, and Z is the remaining axis.

    • jaupsinluggies@feddit.uk
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      15 hours ago

      Well no. First the teacher drew it on the board, hence Y pointing up at the ceiling.

      Then we switched to paper and discovered Y pointing somewhere else was somehow the same thing.

      So the right answer to the OP is probably that “they’re the same picture” meme.

  • solomonschuler@lemmy.zip
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    15 hours ago

    No, just no. x is the variable for depth, y is the variable for width, and z is height. I learned that from multivariable calculus, no other convention is better.

    Fuck you for showing me this, I’m now going to gauge my eyes out.

  • squaresinger@lemmy.world
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    16 hours ago

    Technically, there’s a lot more options. Any axis can have any name. The reason why these two main systems exist is because of 2D coordinates.

    A 2D coordinate system can either be viewed top-down (piece of paper on a table) or from the front (pixels on a screen). So while X stays the same in both of these options (and thus isn’t contested in 3D coordinates), Y is either up (on a screen) or ahead (on paper), and Z then gets whatever axis is left over.