How should I organize my matrices in a 3D game engine?

Posted by Need4Sleep on Game Development See other posts from Game Development or by Need4Sleep
Published on 2012-11-24T22:24:09Z Indexed on 2012/11/28 17:20 UTC
Read the original article Hit count: 194

Filed under:
|
|
|
|

I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points.

The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

© Game Development or respective owner

Related posts about c++

Related posts about opengl