# World Bounds - (0, Size) or (-HalfSize, HalfSize)?

When creating a game space in which to move, draw and collide objects, is it better to have the (0,0) point, or the (0,0,0) point, be in the very center of your space, such that the bounds of the worlds are (-halfSize, halfSize), or is it better to have it be at the far corner of your space, so the bounds are (0, size)?

What are the pros and cons of each, and what sort of problems do they each entail? Or does it really just not matter?

It seems like a minor detail, but I wanted to see if there were perhaps major issues I might be overlooking.

I believe the more common approach is to have the world bounds centered around (0,0), meaning you'd have your bounds go from -halfSize, halfSize. Since most data structures that represent position (Vector2 or Vector3) default to zeros, you know that the default placement for objects is in the center of the world (instead of in the bottom corner).