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The graphics pipeline (typically) involves transformation from model space to world space, from world space to view space, and from view space to clip space. There is a transformation matrix associated with each of these (the world, view and projection transformations, respectively). There are of course stages of the pipeline after geometry reaches clip ...


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A homogenous transformation matrix (aka a "World matrix") is a 4x4 matrix that defines the translation and rotation of one coordinate system with respect to another. It looks like this: H = [xx, xy, xz, tx; yx, yy, yz, ty; zx, zy, zz, tz; 0, 0, 0, 1]; (Note on notation: This just lays out the matrix row by row. Each row is separated by ...


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The camera analogy is a lie because there is no camera. Instead all that happens is a transformation of points in 3D space to points on a 2D screen, and the matrices define how that transformation happens. Modelview and projection are conceptually different although mathematically the same (it's all just matrix multiplication). Modelview just moves points ...


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The trick here is conversion between world space and screen space. World space is the coordinate system you use for your game logic - calculations of pathing, movement, formations, etc. Your original formation code is correct for world space. Screen space is the coordinate system in which items are displayed. Because you're using an axonometric projection ...



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