# matrices and nesting hierarchy with game objects

Let's say we have some game objects and they are nested to form a tree:

- A
- B
- C
- D


If each of those have a matrix for the scale, rotation and translation, is it then easier that they inherit the properties from the parent as well or not?

If I do make them inherit from the parent then:

+ If I wan't to test if a point is inside C then I can get the inverse matrix and do a test. No need to worry about the matrices of A and B.

+ I can draw C directly for example without the need of applying the matrix of A and B.

If I don't make them inherit:

+ rotating C is more easy for example, cause there is no need to subtract from the parent to get correct values.

+ translating one specific entity is more easy cause there is no need to update the children.

- Testing if a point is inside for example is harder, cause all the matrices up to the root of the be applied.

What is more common / recommended? I'm guessing it makes more sense that children don't inherit from the parent but just start with a identity matrix instead. If someone knows how blender is doing this then please tell me.