I am the latter, because if I draw a X-Y plane and lay it on the ground, it aligns with that XYZ reference frame.
The upper system is left-handed, no way anything uses that. I’ve seen the same with the Z flipped in some video games and it’s not that bad
<i,j,k> vector master race.
Don’t forget the third system, where y is inverted to come down from the origin at the upper left of the view as y increases.
The second fellow is a machinist, like me.
Yes! Except when using a lathe…
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 X up/down
Same with CSS for the same reason.
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…
x in red and z in blue please…, this is difficult to look at. My conventions !
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.
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?
Don’t forget the handedness of each coordinate system!
Yeah… As a Blender 3D artist, Z axis has been baked into my brain as the up/down axis.
I’ve been making models in Blender to import into Godot so I have to constantly switch.
I have experienced this. It was pretty confusing at first.
“baked” pun intended maybe?
Always bake.
Unless you’re into magnetic resonance and use rotating frames:

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
Working with robots at work x is horizontal y is depth z is vertical.
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.








