Why do 2D game engines keep using negative y for up? How do we keep accepting that it makes sense to represent "lowness" instead of height?
It's fine in a framework like love2d without hierarchical transform or camera systems where position is passed directly to the raw graphics API, but why don't we all choose a default world transform system that's intuitive? (Glares at Godot, but that ship sailed.)
Are the bugs and confusion worth the cost of changing the default camera rotation?
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