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Torque's Coordinate System

by Jordi Langendoen · in Torque Game Engine · 11/17/2006 (10:54 am) · 5 replies

Hey, I am a bit confused about Torque's Coordinate system. Why is Y Z and Z Y I cant see why they use that system. why not the normal system?

#1
11/17/2006 (11:13 am)
Well, the difference is Torque looks at the x,y from a top-down perspective(z has always protrayed depth, so depending on how the camera is orineted it either dictates depth or height) as opposed to most other programs/engines that look at the x,y from a side perspective making the y height and z depth.
really y isnt z and z isnt y, it's just how the coordinate system is approached.
And truth be told, i like it better this way.
#2
11/17/2006 (11:33 am)
There really is no normal way...

Max is different from Maya is different from Torque is different from Unreal....
#3
11/17/2006 (12:19 pm)
I think what the guy is trying to say is that he likes right-handed coordinate systems better.
#4
11/19/2006 (3:43 am)
Okay now I get it thanks.
#5
01/02/2007 (9:13 am)
I like Torque's way better too.
In Direct3D and OpenGL, the X,Y coordinates of the map
become X,Z coordinates of the render.
It's mighty confusing in programming code.