Model Matrix: Rotations

As a follow-up to my article on Model Matrices, which describes the connection to change-of-coordinates matrices, I’ve found the time to revisit the topic. I’ve written a new article about matrix composition in the context of the Model and Rotation matrices to highlight the algebraic foundations.
In the article, I explore the difference between rotating an object around its own center (local space) and rotating it around an external point in the game world (world space). I show why the order of matrix multiplication is so important and how you can significantly improve performance by pre-calculating the transformation matrix. And since I use glm as a reference for my own implementation, I also cover how rotations are handled in that library (and in Unity).
You can read the article here.
helios
helios is a custom game framework built from first principles, written in C++.
| Status | Prototype |
| Category | Tool |
| Author | GarageCraft Games |
| Tags | cpp, eductational, engine, gamedev, linearalgebra, programming, software-architecture |
More posts
- helios: Design and prototypical implementation of a C++ game framework1 day ago
- Just make it exist first!23 days ago
- Onwards to the rendering model44 days ago
- Event Queue and Application Controllers50 days ago
- From Camera- to Clip-Space, to NDCs and z-Fighting55 days ago
- Updates to main()58 days ago
- The Great Modular Restructuring59 days ago
- Layer Abstraction initiated65 days ago
- inb4 Clip Space66 days ago
Leave a comment
Log in with itch.io to leave a comment.