2026-07-29 18:05 UTC
Replies (3)
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@FishFace@ioc.exchange 2026-07-29 18:24
@ArmouredWizard@dice.camp quick answer: a basis keeps track of the cumulative effect of linear transformations that you've applied. Linear transformations include scales, translations, rotations and shears, as well as doing any combo of them simultaneously.
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@drmorrisj@mastodon.social 2026-07-29 18:21
@ArmouredWizard@dice.camp hey. So, this sounds like you are having trouble intuitively getting linear algebra. I have no idea how to share the link, but if you search r""" 3blue1brown essence of linear algebra """ On youtube you should get to a good resource for vector math and matrices. Edit: here is godot docs link, but I suggest hitting youtube first to make this part easier. https://docs.godotengine.org/en/stable/tutorials/math/vector_math.html?hl=en-US
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@beeoproblem@mastodon.gamedev.place 2026-07-29 18:31
@ArmouredWizard@dice.camp The matrix in "basis" says where the X, Y and Z axes will point after your rotation is applied. Due to how matrices work it also has your object's scaling included. So, if you have a scale of 2x2x2 your basis, without rotation, would be X=(2,0,0,) Y=(0,2,0) Z=(0,0,2)