Z is always depth. Both are correct but define different perspectives. Top is looking across the landscape from an arbitrary floating perspective, bottom is looking down with anchored mapping to the surface.
Smh I was fine with both. The upper one reminded me of the X Y axis we use to represent functions in maths. While the lower one represents altitude on a 3D map.
yep. in 2 dimensions, nobody really debates on whether x or y should point up, so i kinda think the debate about z stems from whether one thinks we should put the xy plane horizontally (like a sheet of paper on a desk), or vertically (like a chalkboard).
does any software default to making x be the vertical axis?
Z is always depth. Both are correct but define different perspectives. Top is looking across the landscape from an arbitrary floating perspective, bottom is looking down with anchored mapping to the surface.
Smh I was fine with both. The upper one reminded me of the X Y axis we use to represent functions in maths. While the lower one represents altitude on a 3D map.
yep. in 2 dimensions, nobody really debates on whether x or y should point up, so i kinda think the debate about z stems from whether one thinks we should put the xy plane horizontally (like a sheet of paper on a desk), or vertically (like a chalkboard).
does any software default to making x be the vertical axis?
Invert y axis is the first option I tick in every game
Spent most my life working in a 3d environment… need to reverse that thing for a controller every single time