What the fuck is wrong with Unreal Engine?
https://xcancel.com/Jonathan_Blow/status/1846414645340389700
>>106706739why are you lumping CAD software with 3d graphics modeling software? the industry isn't similar at all nor are the people
>>106706739I'm guessing they made x and y refer to 2d space, which sounds right>maya and 3ds max are differentis autodesk retarded?
WHAT
>>1067069933DS Max and May were created by different companies and only later were they both purchased by Autodesk, which only exists to buy up everything and be a gay monopoly.
>>106706993Autodesk bought both Maya and 3DSMax
>>106706739Z is up in creation engine and all betheda games that use it
>>106707338>Z is up is in buggy messes
this isn't important and you can fix it with a single rotation matrix
>>106707381>just multiply everything by a matrix bro
>>106707428you're multiplying everything by a matrix anyways. here you multiply that matrix by a matrix.
>>106706739>left handedwhy?If you're doing a physics engine, you could at least follow physics convention
>>106706739Right-handed Z up is the only sane choice. It matches OpenGL when you hold the hand up against the screen.
>2d>xy>3d>xzyWhy
>>106707700The rationale is that XY are screen coordinates, and Z is depth, which would be straight ahead in a video game, but that's of course a completely arbitrary direction.Historically, there is no height in early 2.5D games, so using Z for that later was the logical choice.
>>106707428that is literally how computer graphics works and you're showing your noobness by questioning that>bu-bu-bu-bu-performanPremultiply on the CPU if its an issue
>>106707836Just add one more multiplication per transform bro
>>106707851there has never been a perceptible performance detriment in the history of computer graphics caused by addition of a float4x4 multiplication of a vertex in a vertex to fragment shader pipeline. This is autism. And even if you are that autistic you can write a utility to reorient all vertices to adhere to whatever coordinate system you want for each model offline, so that in your renderer when you load it you pay zero performance penalty for reorienting the data. You are nitpicking over nothing and I will stop engaging now
>>106707376and slow garbage script engine
>>106707930>I like to needlessly multiply instead of doing the right thing
>>106707428but you are not multiplying.all that you need to do swap the row/column for the X and Y coordinate.maybe even flipping the direction of an axis (this is common for 2D applications, because it makes more sense for Y down is positive, so that 0,0 could be at the top left of the corner).If you are lazy, yes, you can rotate the matrix by multiplying it by a rotation matrix. it would not dent the performance at all because it's done once per frame, and multiplication is free, it's potentially 10000x faster than a branch in a shader (but GPU caching might help speed up branches, I don't actually benchmark shaders). Then you would optionally combine it with all other 2 matrices and send it to the GPU (which leads to one multiplication per vertex).I know that you are a long term resident of 4chan, but it's good that you bring this up since it's interesting to know.
One advantage of z up not mentioned: you can take the first two elements of the coordinates and it becomes a 2 vector for the top down position. This is frequently useful.
>>106706739Unreal is actually doing it right. Screen coordinates on operating systems are left handed, meaning Y points down rather than up. Unless you like up to be negative, Z makes more sense.
>>106706739what is wrong with RH (+x=right,+y=up,-z=frwd) ?
z up is quakeunreal is just wannabe quake
>>106706869Dafuq
>>106706942Retard take.
>>106706739z up crew. thats how ultima online did it and i will never forget
>>106706739You think they're stupid but actually it's very calculated. I actually started learning programming with UE4 C++. Fast forward to many years later and I'm both working as a professional programmer and making my own engine. Guess what coordinate system I use? That's right, Unreal's. I am absolutely not alone, and more and more people will follow this pipeline.>why don't you change?Because it's such a trivial thing it's just a matter of habit. I could ask the same of anyone using a different system.
>>106706869What in gods name is wrong with unreal what the fucking fucklmfaowhy are they like this
>>106706869>Also a right-handed XY plane is what everyone learned in school, which is great.What a retarded boomer
Presented without further comment.
>>106707700>>106707748It makes sense, from the perspective of "terrain" to see "depth" as "height" and thus assign it the z-letter.It does not make sense, when viewed as a _human_, you self-centered, narcisstic mammal.
>>106707964>>106707376>>106707338it's called Z-fighting and not Y-fighting for a reasonn
>>106710439you'd better be b8ing
Z being up is proper and Y just comes from a lazy misunderstanding of 3D projection.wtf is "left hand" though?
Is the z buffer called z buffer in unreal?
>>106711470By convention people map an axis to a finger but this creates an issue as whatever is mapped to the index finger grows in the opposite direction for left handed people.