Total Members Voted: 33
This discussion is probably over already but- I believe Y is height when on a 2-d graph. But in a 3-d Game world and with 3d objects, Z is usually height.
Because how Torque expresses it is more important than common sense.
i dont care what is correct outside of blockland. in blockland z is up and down so shut up and remove the other one.
and others see coordinates as this:
The image above is how I think of it and apparently how most game developers and Torque creators thought of it. This is correct, the X Y and Z axis's were designed from a birds eye view. Some games make X Y and Z from another perspective as phydeoux said. This is also correct. It's just perspective, that's it.A lot of peoples', including my own, common sense tells them that Z is height because it was designed from a birds eye view. And that works just fine. It really isn't that big a deal, and it works just fine, it's just perspective.
You don't see it from bird perspective. It isn't rendered from bird perspective.
Who cares how it was rendered, the axes were made from a birds eye view. with X and Y being the ground, Z being altitude. :P
Hooray! Needs a GUI that stores the 3 last spawnpoints and 5 custom points :D
It isn't used from a bird perspective, so why the hell design it that way?
smashingfaceonkeyboard.gifaughwould anyone go so far as to type a little guide on how to make a config.txt file so i can just have the loving thing bundled into one, with a choice for Y or Z for altitudeplease
The engine is Z, blender is z, python is z, unity is z, cinema 4d is z, and probably more that I can't think of atm.
Just change altitude to "Altitude: 0.5".
Python doesn't even have a coordinate system to begin with.