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.
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.
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.
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.
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.
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.
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.