Game Development Community

Which way is up?

by Timothy Graupmann · in Torque 3D Professional · 04/22/2009 (6:21 pm) · 28 replies

I was watching the excellent terrain editing video series and saw something really interesting. www.vimeo.com/2762649 Apparently the Z axis is the up axis?

Does T3D use the Y axis as up? Or the Z axis as up?

Is the up axis configurable or as simple as rotating the camera?
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#21
04/23/2009 (3:20 pm)
You should get by well enough with my docs alone for Torque 3D.
#22
04/23/2009 (7:28 pm)
The first documentation set is live. Check the Torque 3D Documentation feedback thread for details.
#23
04/24/2009 (12:52 am)
Torque is Z-up because 3D Studio Max is Z-up and it was the modeling package used at Dynamix when they wrote Torque.
#24
04/24/2009 (8:39 am)
re Book: in the works, but there won't be anything for a while.
#25
04/24/2009 (8:41 am)
The real question people should be asking is "Does it really $#%^'n matter what axis is up?".

The engine uses what its told to use to do its internal black magic and we all reap the rewards from there regardless if its left-hand or right-hand coordinates. It's not like someone is going to look down on the work that you do or the work that you create in Torque because Z=up, so just smile, nod and remember that its the work that we do with the tool that really matters.
#26
04/24/2009 (9:11 am)
It would be kind of odd if Z wasn't up in Torque. Z is up in Unreal, Doom, Quake and every other game engine I have played with. Typically when you make levels for a game engine you look at them like a floor plan, from above. The X and Y coordinates appear as you would expect when designing levels in such a fashion. And when looking from above, Z would be moving in and out of the screen if you will. When doing actual rendering that's a different matter altogether. Z Would naturally be depth. But in rendering you are in screen space, not world space, hence the reason there are different coordinate systems.
#28
04/25/2009 (1:34 pm)
Quick, put his hand in warm water!
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