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
Unreal Engine is switching to Y-up
Z up all the way because my 3d printer but why is Minecraft y-up D:
I know Z as upward. X and Y were always on the base plane representing length and width. Z comes in being all like, "Now we're being 3D!"
So wherever the "floor" is, represented with gridlines, boundary, canvas, etc. that's where they live. That is Flatland where there is no up or down. It is 2D where most of my work is. If you try tell me Y is Z, I'd ask "wtf is a Z?"
The top one is wrong because it violates the right hand rule.
Z should be inverted in the top picture.
What about the left hand rule?
No, there are 3 actually:

damn Australians
Z is elevation. Any real world application, z goes up down. 3D applications SHOULD use it for elevation. I despise that many do not. It's so fucking confusing. 2D, sure y go brrr. But once that 3rd dimension is added, y needs to take several seats and quit trying to take on dimensions it doesn't have any right to.
Y-up sorta makes sense in games. Imagine a 2D platformer, Y is up and X is horizontal. Now add depth. Instead of flipping axis just use Z for depth.
But in top down 2D games you also use X and Y but now neither is up
It makes more sense if you've ever drawn in CAD. Top view, x and y. Now side view, y and z or y and x. You look down on x and y, and if you are extruding you now create the z axis dimensions. For the people who draft on the side axis: you are true psychos (ok, unless you're using a lathe I suppose, or if the silhouette is more defined from the side... ok maybe not psycho, just odd)
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.
Almost the entirety of computer graphics uses the z coordinate for depth afaik.
Even Minecraft does it.
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.
As someone who looks at this from a GIS / cartographic view, the top option being possible is horrific to me.
Surely you mean the bottom one
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
X is up, there now no one is happy.
I'll leave this here for context (bottom right is the only sane one)

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.
Z is depth, full stop, and I have my fists raised, Queensbury-style, to anyone who contends otherwise.
Minecraft
Above and below the page/plane is the z-axis.
But some people "hold" the page up in front of them, or down on the table.
Neither of these are right. X is forward, Y is to the right and Z is down.
Source: https://iansguides.com/tutorials/aircraft-coordinate-system-and-anatomy/
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
ah yes the correct way and the Minecraft way
Weird didn't everyone learn XY on paper on a desk first? All they did was add z axis to that original concept for elevation which gives us the bottom image.
Top image is like if I held paper straight parallel to my face.
When working in 2 dimensions with gravity, it is common to treat Y as up. E.g, 2d video games, physics problems, computer screens.
That's basically what it comes down to: Is your XY plane a piece of paper that you look at from the top, or is it the pixel coordinates of the screen you are looking through?
That's why X is usually not contested, because it's the same on a piece of paper that you view top-down and on a screen that you view from the front.
Y is then one of the two potential axies for either a top-down or a side-scrolling view, and Z is the remaining axis.
In 2D Y is up, in 3D Z is up.
X is always red🤷♂️
Right handed and left handed? (Top image doesn't follow right hand rule, Z should point towards camera)
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.
Yeah... As a Blender 3D artist, Z axis has been baked into my brain as the up/down axis.
<i,j,k> vector master race.
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.
No, just no. x is the variable for depth, y is the variable for width, and z is height. I learned that from multivariable calculus, no other convention is better.
Fuck you for showing me this, I'm now going to gauge my eyes out.
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.
This reminds me of the time when I was in an industry robotics, there were a right hand rule where Z was your thumb up and X and Y your index and middle fingers. So I think the second one is the right, but it should have been drawn other way round.
Technically, there's a lot more options. Any axis can have any name. The reason why these two main systems exist is because of 2D coordinates.
A 2D coordinate system can either be viewed top-down (piece of paper on a table) or from the front (pixels on a screen). So while X stays the same in both of these options (and thus isn't contested in 3D coordinates), Y is either up (on a screen) or ahead (on paper), and Z then gets whatever axis is left over.
Basically: Platformer vs Top-Down, which would you choose if you were forced to make/play a game 2D only
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.
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