So I'm porting my game over from XNA (RH) to SharpDX (LH or RH, LH traditionally) and have finally arrived to the last phase: the terrain. Once this is done porting finally be behind me!
And here is where LH or RH really causes major changes. For terrain I needed to do a ton of adjustment, even having to transpose the terrain only for physics.
In the past I did not mind switching from RH to LH. I had to use different matrices and swap the Z in position and normals at mesh load and things where pretty much done.
But recently I noticed that logically LH does not not make that much sense. Everything from applying a 2D grid on top of the 3D world to mapping mathematical matrices to world positions to drawing mini maps is a lot more intuitive using RH. Especially mapping of matrices. In programming you often have an (x, y) matrix that is represented as y rows of x columns. This maps intuitively to right handed. You need to put element (0, 0) at you coordinate system's origin and map Y to Z (assuming your world is not centered; even if it is, just subtract an offset).
LH on the other hand is more difficult to map. Especially since you often need to transform things from one space into another in your head.
Are there any good reasons to use LH other than DirectX has traditionally used it and it may make integrating things from DirectX easier?
I'm really torn between the two. But if I switch back to RH it must be done now.