Elektrine lite

← Feed

@ArmouredWizard@dice.camp

2026-07-29 18:05 UTC

Cannot get my head around transform.basis rotations. As always, language is a barrier. What is a "basis"? What grounding does it have? Is there any meaning? I used to be quite good at maths, but never enjoyed matrices. Does anyone have a selection of resources for how to understand? #godot #gamedev #maths

Replies (3)

  • @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.

    Open ##4207546

  • @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

    Open ##5288225

  • @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)

    Open ##5288227