Top one is incorrect. Z needs to point outwards.
There are three kinds of people…
Actually…

unreal georg is an anomaly and should not be counted
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Unreal Engine is switching to Y-up
Thank god, this is the one true coordinate system
Personally I feel limited if I’m working in anything else than a non-euclidean coordinate system
That’s…not the problematic part there, like at all.
There’s a problematic part ?
A left handed coordinate system is absolute blasphemy.
ah ! well. I don’t use any of the programs that are left handed so I can’t say I’ve ever had to struggle with I/O shenanigans, if that’s what you’re talking about. But you’re leaving me guessing, so not sure what else I can say
Z up all the way because my 3d printer but why is Minecraft y-up D:
I may be wrong, but I believe mc Java is left handed and bedrock is right handed, both with Y as height
I don’t really play bedrock and on Java I don’t really pay attention to the coords.
Dwarf Fortress goes with Blender and the others
Also Minecraft in Y-Up
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Tradition, 3d videogames started doing it like that because of how computers worked 40 years ago, then devs got used to think about 3d space that way and it stuck. Essentially videogames think about visual depth. And yes, the physics engines for videogames usually account for that and use their own transformations of formulas because they are rarely simulating anything more complex than rigid body physics. Advanced simulations aren’t any harder for devs, all the transformations are abstracted away with libraries.
In the end they are just reference frames and up is whatever you want it to be. As Wikipedia puts it eloquently: “Unlike most mathematical concepts, the meaning of a right-handed coordinate system cannot be expressed in terms of any mathematical axioms. Rather, the definition depends on chiral phenomena in the physical world, for example the culturally transmitted meaning of right and left hands, a majority human population with dominant right hand, or certain phenomena involving the weak force.”
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Not really. Youtuber Acerola has a great series on shader programming and dealing with negative numbers is a non-factor. The advantage of working with computers is that it abstracts that complexity away. You program with high level concepts, a dev rarely deals with direct calculations, unless they are actually writing the fundamental apis for it, like DX or Vulkan. Much less copy-paste formulas. It gets complicated fast, but the abstraction keeps it simple for the developer, like, the math is perhaps the easiest part of programming computer graphics.
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Ace is a decent watch. Shit post quality video energy, that’s information dense. Always gonna second an Acerola suggestion.
Invalid diagram. FreeCAD demands representation.
I’m not getting left handed vs right handed. Right handed means negative values go right? Why would anyone do that?
Right handed means that when you curl the fingers on your right hand from +X towards +Y, your thumb points towards +Z.
Someone else was explaining how to tell left from right handed. Buy why is it important? If you do math and physics, you almost certainly would use a right hand system. That means all formulas are derived with that in mind. If you try to use them in the left handed system, you are going to have a horrible time trying to figure out which of all terms need to have their sign flipped.
Eh sort of? It’s all a matter of perspective. In Blender which uses a right hand system, when you view from the side, right is positive Y, up is positive Z, and towards the user is positive X.
But looking from above, positive X is right, positive Y is up, and positive Z is towards the camera. Obviously if you rotate the camera to be viewing from the negative side of the axis some directions get flipped.
Basically if you’re axis aligned, things work out the way you would expect.
But then should the little axis depictions in OP be swapped?
Yeah the first one is a left handed coordinate system.
Oh dear Lord.
Z always points outwards
The top one is wrong because it violates the right hand rule.
Z should be inverted in the top picture.
go home programmer, math does not need you!
Agreed. That would be totally valid.
What about the left hand rule?
Vector mathematics as we use it and code it is based on the right hand rule.
Giggety
I legit had no idea anybody actually used the upper system until now. I had to read the comments just to see whether the upper system was just some sort of joke. I am horrified.
It depends on how you view 2D->3D.
If you’re thinking of a side scroller like the original Super Mario, Y is up/down and X is left/right making the new dimention Z being forward/backward.
However if you think of 2D space like the first LoZ, then Y is North/South and X is East/West making Z up/down
Same with CSS for the same reason.
Almost the entirety of computer graphics uses the z coordinate for depth afaik.
Even Minecraft does it.
Yeah, and for a top-down game depth is up/down. You know, like depth being… Deep down.
Surely you mean the bottom one
As someone who looks at this from a GIS / cartographic view, the top option being possible is horrific to me.
https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-FDC58F4E-63B9-4012-B232-5F2FBAC5EAC9
Y-up and Z-up
In animation and visual effects, the tradition is to use Y as the “up” or elevation axis, with X and Z as the “ground” axes. However, some other industries traditionally use Z as the up axis and X and Y as the ground axes.
No, there are 3 actually:

damn Australians
I use all of them depending on what the coordinates are representing…
One of my friends and I used to always have this debate because of our different backgrounds. I got used to +Y being up because of doing physics for several years and seeing side-on diagrams that needed to account for gravity. My friend has a background in geology, so he’s used to top-down surveying maps where +Z is up. It all depends on your perspective.
But my way is right. We need to have standards, people.
Knew exactly which one it was before clicking on it
I’m like your friend, but my perspective is from the atmospheric sciences. The z-axis is anything vertical.
I wonder if all earth sciences are like this?
Thanks to 3D printing Z is firmly “up” in my brain even if the modeler I use does it differently.
If 2d, Y up, if 3d Z up.
I always tough as inputs down, answer up. And usually, x is the variable y the result, or xy the variables and z the result
Oh. Agree, also use the same convention; my brain never made the connection f(i, j) goes up and i and j are inputs and stay down.
In 2D Y is up, in 3D Z is up.
X is always red🤷♂️On Nintendo X is up. On Xbox X is left. On Playstation X is down.
Nintendo couldn’t even agree with themselves. On GameCube X is right.
I’m from a computer graphics background.
Y is down. z is depth. Fight me.
You’re on, just send the coords!
Wait why are you on the ISS?
In my brain Z is Up, Z is Height. In my job I have to deal with both all the time which is quite annoying.
is it though when you look at a screen?
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.
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?
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.
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
Good answer. Many posts are people saying “my approach is the right one, other people are irredeemable morons who should burn in hell”, but you’re right, it depends on your perspective.
y-up ftw
It’s easier when writing 3d renderers cause the x and y coordinates of the 3d points eventually become the x and y coordinates of the 2d points on screen and it’s easier to keep track of
Except when you are working on top-down game/3D environment. In which case you are constantly changing between Z and Y…
Indeed, depth buffers etc are from the z coordinate.
Also on the web, the “z-index” is the depth of elements in the world of CSS.
I wonder in which contexts y would make more sense as the depth.
Isometric 3D top down games
In a 2D game Y is up. Going from 2D to 3D would make sense to add another dimension forward to account for depth.
However if you start with a map of a 3D surface then North is Y and East is X you’d add Z to account for elevation like everybody making maps would.
I guess it depends on how you look at it.
Yes, but please just make it follow the right hand rule…
Which one?

(Technically all the same, I know).
The first? I dont know… They all look weird since the finger axes dont intersect properly.
Don’t forget the handedness of each coordinate system!
X is up, there now no one is happy.
I’m came here to talk shit about y-up but now I’m mad at you instead.
The second fellow is a machinist, like me.
Yes! Except when using a lathe…
I mean a lathe doesn’t really have a y axis tho. Tool height is just tool height. Even on a vertical lathe you usually only have x and z.
I’ll leave this here for context (bottom right is the only sane one)
















