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01why
Why is transform data one component rather than three separate Position, Rotation and Scale components?
02how
A 4x4 matrix is what rendering ultimately consumes. Give the memory argument against storing it in the component.
03why
There is a second argument against storing the matrix, and it is about correctness rather than speed. What is it?
04why
Why is uniform scale the default rather than three-component scale?
05why
What property, relied on since Module 1, does a parent link destroy?
06how
Given the dependency graph, why must transform updates sweep top-down by depth?
07why
Ten thousand entities parented flat to one root, versus two hundred entities in a chain twelve deep. Which costs more per frame, and why?
08why
Why does the system maintain a Child buffer on the parent when the child's Parent component already encodes the relationship?
09how
You set Parent on an entity and immediately read its world position in the same system. What do you get?
10why
Grouping a thousand static props under an empty 'Props' root to tidy the hierarchy. Assess it.
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