DOTS//CORE local · not synced

m06 · Transforms · checkpoint · 6 min

Checkpoint — LocalTransform & the hierarchy

loading…0 of 10 answered
  1. 01why

    Why is transform data one component rather than three separate Position, Rotation and Scale components?

  2. 02how

    A 4x4 matrix is what rendering ultimately consumes. Give the memory argument against storing it in the component.

  3. 03why

    There is a second argument against storing the matrix, and it is about correctness rather than speed. What is it?

  4. 04why

    Why is uniform scale the default rather than three-component scale?

  5. 05why

    What property, relied on since Module 1, does a parent link destroy?

  6. 06how

    Given the dependency graph, why must transform updates sweep top-down by depth?

  7. 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?

  8. 08why

    Why does the system maintain a Child buffer on the parent when the child's Parent component already encodes the relationship?

  9. 09how

    You set Parent on an entity and immediately read its world position in the same system. What do you get?

  10. 10why

    Grouping a thousand static props under an empty 'Props' root to tidy the hierarchy. Assess it.

your notes

stored in this browser · syncs when you sign in

m06.l03