Depending on how they are used, having Up, Down, Left, etc vectors can be a problem. For instance, If I'm working in 2d I use XY as the wall or ground plane, but If I'm working in 3d, XY is ALWAYS the ground plane, Z is up/down. This conflicts with the BEPU's notion of up/down, which is in Y.
I don't yet know if it's a problem but I suspect it will be and I'll need to rewrite you're vectors to have configurable ups. I notice that SharpDX math also uses the 'y is up' designation. I'm going to add a static setter for Up/Right/Forward to my copy of your vectors classes.
Just a suggestion really, it seems sensible to not lock the system to an orientation when there isn't even a convention.
Q) Will adding configurable Direction vectors cause any issues ?
I don't yet know if it's a problem but I suspect it will be and I'll need to rewrite you're vectors to have configurable ups. I notice that SharpDX math also uses the 'y is up' designation. I'm going to add a static setter for Up/Right/Forward to my copy of your vectors classes.
Just a suggestion really, it seems sensible to not lock the system to an orientation when there isn't even a convention.
Q) Will adding configurable Direction vectors cause any issues ?