Quote: "I have the tilemap set up as a multi-dimensional array using, so I can't use negatives for the indices."
lol...I dont mean use negative indices (that certainly wont work)
I mean write a small function to reorder all the array values so the y values are reversed
So for example (2D 3x3 array but this works in 3d too as layers)
1,2,3
4,5,6
7,8,9
becomes
7,8,9
4,5,6
1,2,3
There is even the .swap() function for arrays so you could swap the y values in place without remaking the array. just iterate through the loaded array and swap everything in the Y direction
Load your map...Call a ReverseMapY() function on the array and use it with no conversion ??
Quote: "I have a project using libgdx which also uses OpenGL and I somehow set it up such that positive Z is south, but for the life of me, I've looked over that code and don't remember how I did it. lol"
Yeah, Direct X uses +ve z as south too and its frankly just a simple change in the projection matrix to switch between the two but we cant get to set the projection values in AGK. Not to mention it would probably cause culling issues as well as issues with stock shaders
Anyway, sounds like your ok with it.