James Clark wrote:

> Linear algebra.
> http://www.anth.org.uk/NCT/images/Plancoor.gif

Well, traditionally X is the horizontal axis, Y is the vertical axis,
and Z the depth.  Look at the Z-buffer in graphics -- it describes the
coordinate of an object perpendicular to the user's screen (i.e., which
objects can be viewed and which are "hidden" behind something else).

No idea if Valve follows this tradition.

jupe

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