R.U.B.E. on the other hand goes the other way. So importing a world from RUBE into XNA makes the world inverted on the Y. Simly reversing Y doesn't help, because all angles and all windings are wrong. For my R.U.B.E. importer, I took care of this, but it was far from trivial.
It would be very useful to be able to decide if Y should be positive up or positive down. I realize that this isn't an issue for many people, but as R.U.B.E. usage grows, it will be a bigger problem. So add it to your vote list and maybe get to it later?
Two ways of solving it;
- cheap and (semi) easy; do it while exporting so that it's exported in a way that can be read by XNA withoit changes
- expensive and hart; change the editor to work either way (Y+ up or Y+ down)