Z is only depth if your camera happens to be at the origin facing in the positive Z direction, though. In most games, the camera almost never rotates except about a vertical axis, though, so Z as the vertical axis stays vertical always. (Exceptions being space sims, that leaning-around-the-corner maneuver in a lot of games where the camera tips, games with shifting gravity, etc.)
I dunno. Z as up always felt more intuitive to me. It’s just another thing to argue about like Vim vs Emacs and tabs vs spaces, I guess.
I’d like to imagine some developer started designing the game by clicking on the wrong plane and by the time they figured it out, it was too late to go back.
I’ve always preferred Z for vertical. And that’s as someone who occasionally plays a popular game that uses Y.
Z as depth makes more sense to me, as X and Y tend to be the most important in rendering (although it might be different when modelling)
Z is only depth if your camera happens to be at the origin facing in the positive Z direction, though. In most games, the camera almost never rotates except about a vertical axis, though, so Z as the vertical axis stays vertical always. (Exceptions being space sims, that leaning-around-the-corner maneuver in a lot of games where the camera tips, games with shifting gravity, etc.)
I dunno. Z as up always felt more intuitive to me. It’s just another thing to argue about like Vim vs Emacs and tabs vs spaces, I guess.
This comic is 2D. No Z axis in their universe.
Minecraft?
Minecraft’s coordinate system is terrible. Y is vertical, X runs west to east (fine), and Z runs north to south!
I’d like to imagine some developer started designing the game by clicking on the wrong plane and by the time they figured it out, it was too late to go back.