
Ah yes, the standard Minecraftian coordinate system.
After all those years… I can’t believe it…
Someone please translate this to English. Thank you.
Haven’t really done much in game design, but if I’m understanding right.
In game design, lets go with 2d first. You mark position with numbers. In 2d you have X and Y. So you say to move to 5,5. then from the starting point that will be 5 right, and 5 up.
3D you have the same thing, but a bunch of different groups were working on it in different ways without working together. So you wound up multiple systems that had X, Y and Z meaning different things. In the majority of 3d systems Y represents up/down. (the other 2 directions are still kind of half and half between systems)
i enjoy that Minecraft is its own software suite
Okay, am I understanding this correctly? In Y-up right-hand, positive X is “to the left”?
I personally think that right-hand Z-up makes the most sense, but it makes sense to move to where most of the industry is going.
Okay, am I understanding this correctly? In Y-up right-hand, positive X is “to the left”?
No, the x-axis is usually the only consistent one (it increases from left to right). With right handed coordinate systems you can have Z going into the screen (Y-down) or Z coming out of the screen (Y-up)
That makes more sense. Simple explanation of my error. Thank you.
You are wrong, @egerlach@lemmy.ca was correct:
[…] we’re transitioning to the Left-Up-Forward (LUF) coordinate system.
Source: https://forums.unrealengine.com/t/we-re-moving-to-the-left-up-forward-luf-coordinate-system/2540901
From the chart I would guess that in Y-up right-hand positive X is to the right. You look at the palm of your hand.
That way when you develop a 2d platformer you would use a standard XY coordinate system. Switching to 3d would logically add the z axis as depth and not height. A movie is usually shot that way as well.
Of course that analogy breaks down as soon as your base-game is top down. Like a city planer or so.
Anyways, with standards it’s often best to just go with what most others do. So kudos to Unreal for not being stubborn.
He references “Left-Up-Forward”, so X is Left, Z is into the screen.
2D is not a consideration, even if it’d be logical. (That’s where Left-handed Right-Up-Forward grows out of.)
Hah, reading this not too long after watching Freya Holmer’s latest video/talk is fun. “Everybody is disagreeing, except everyone is agreeing that unreal is wrong”. The image is by her (it’s also used in the presentation). And she mentioned wanting to make it easier/possible to change handedness. She’d already had an ‘apology’ from Sweeny for the Unreal configuration. Interesting to see they’re taking it further than that.
Why on earth was it ever Z-up?
Cartesian geometry makes
zup 🤷🏻♀️
Every day we stray further from God’s light.
Let’s call the axes g o and d.
Was this posted somewhere other than twitter?
I have not seen the mention of base unreal engine outside of Twitter, but the change for UEFN has been noted elsewhere:
https://forums.unrealengine.com/t/we-re-moving-to-the-left-up-forward-luf-coordinate-system/2540901








