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As a gamedev who uses matrices all the time, I don't find this animation useful at all for practical work. Instead I think of matrix multiplication as creating
by hacker_9 10y ago
As a gamedev who uses matrices all the time, I don't find this animation useful at all for practical work. Instead I think of matrix multiplication as creating a list of ordered operations (scale x translate x rotate etc) which is just encoded efficiently in a table, to then be sent to other parts of the program for use. You can even remove items from the list by multiplying by their inverse.
- scraft 10y agoBut of course when you have encoded the scale, rotate and translate into the matrix, it isn't possible to decode it back out to your original values. This is obvious if you consider the fact the following produce identical matrices (just consider 2D for now): 1. Scale in X and Y of -1 2. Z rotation of 180
- hacker_9 10y agoYes, I know, what is your point exactly? When I say 'list of ordered operations' I mean that if I were to apply the matrix to any object, you can imagine each transform in the list being applied one after another to the object visually, resulting in the final position.