Great! Any thoughts on how you'll be implementing it? I *think* most
3D engines use a stack of matrices that gets multiplied out every time
you push or pop. This allows multiple layers of transformations like a
hat that moves with a guy's head when he's standing on a moving tank
that's loaded onto a carrier. I'm thinking that's a little
overcomplicated though, and maybe we should just support an object,
camera, and screen matrix. In general, the game would set the camera
matrix once per frame, and change the object matrix once per draw
call, and of course we would have helper functions that change the
object matrix implicitly, like draw(Vector2). If the programmer wants
a more complicated system, they can multiply out different matrices
slagside and set the native object and camera matrices. The screen
matrix would probably be reserved by use by the application for
dealing with window size, widescreen, etc, so the programmer doesn't
have to worry about that when they make camera calculations.
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