Original Post
Some questions to fellow 3d engine developers. 1. How do you represent transforms? Do you use 4x4 matrix or 3x3 matrix/quaternion + vector? Do you wrap this in a "Transform" class? 2. Do you have different data structures for the transformation hierarchy and spatial organization of scene objects? Does your scene graph handle any of this? 3. Do you handle scene object transformation in a way that minimizes the number of transform updates needed? (e.g. by updating & propagating transforms in a certain order) Please motivate why you made the choices you've made.