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  1. Rival Schools and JoJo's ASB both have dodges that moves the X-Axis of the players, within a 3D stage. They're not freely moving in there. Plus, in some 3D games like Tekken or SoulCalibur, you don't even need to move to interact with the Z-Axis.

  2. en.wikipedia.org › wiki › Z-fightingZ-fighting - Wikipedia

    Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth.

  3. Z-fighting is when two or more objects/surfaces share the same value during z-buffering (the process of deciding which element is seen from that view). In other words, it's when two or more objects are competing to be seen in VR.

  4. A Cartesian coordinate system in two dimensions (also called a rectangular coordinate system or an orthogonal coordinate system[8]) is defined by an ordered pair of perpendicular lines (axes), a single unit of length for both axes, and an orientation for each axis.

  5. For world space, it makes sense for the primary axes (X/Y) to be those you use most often. For sidescrollers that makes Y up, for topdown and first/third person views that means Z is up. Or whatever >90% of your tools are already using.

  6. In ballistics and flight dynamics, axes conventions are standardized ways of establishing the location and orientation of coordinate axes for use as a frame of reference. Mobile objects are normally tracked from an external frame considered fixed. Other frames can be defined on those mobile objects to deal with relative positions for other objects.

  7. 4 Ιουν 2014 · In mathematics, a so-called right-handed system is used: X increases from left to right, "across the page". Y increases from bottom to top, "up the page". Z increases from towards the observer, "away from the page". B increases counter-clockwise from the positive X-axis, about the Z-axis.

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