this may not be what actually happens, but this is what I'd like: x and z are floor. y is up and down. yr rotation 0 is facing east. because that's what rotation 0 is in cartesian coordinates. yr is yaw xr is pitch zr is roll the rotations need to be within the range: 0 <= r < 360 (so modulo 360 should work) minimap: view from above +z? | | | | -x --------+-------- +x | | | | -z? the reason the minimap has positive x being down is so that camera view at rotation 0 is with positive x to the right so 2D vector graphics don't need any dimensions flipped camera view: facing rotation 0 +y | | | | -x --------+-------- +x | | | | -y increasing yr causes rotation counter-clockwise on the minimap. (around y axis) this is what minetest does. I guess I'll do this. camera angle 0 is north. north is +Z south is -Z west is -X east is +X up is +Y down is -Y there is no angle 0 actually. 0 < angle <= 360 I guess I should use yaw.