points that are type safe and notice the vector has the fourth parameter w is a zero and a point has a one a mesh i explained was a collection of polygons when i have my whole set of triangles with the coordinates on the vectors and i go add them into the mesh i chor i remember every point that's in there and i add it to a vector of points and so if another object comes in and adds the point at the exact same coordinate i just reuse that index in the vector rather than do the math on it yet an additional time it because if you have an object that has hundreds of polygons on it where they all meet four or five together i keep using polygons and triangles interchangeably i hope that's not bothering people that you don't have to redo that math NUMBER_TOKEN times for all the different objects that come together at that corner here's my flavor of global operators how they read and internally when i take a vector times the matrix and multiply it it it calls the vector operator or vector method for multiply and the same as if i'm doing a plus equal or times equals if i'm multiplying two vectors together do the cross product yada yada down the way but these are i so i declare my uh classes that have all these the spelled out name operator for them and then later do global operators and the only reason to do that as i mentioned before because of some of the circular dependence of the names that way i can declare all the classes and then the operators later if i tried to do it in place in the class using a friend operator it would say it's trying to use a unknown forward reference and i mentioned meshes of the collection of points we have the model which is your object you're going to be placing there is just a collection of points or polygons a world is a bigger collection of more points and it has its own origin and it knows about that and depending on how you treat it the screen is yet another flavor of a mesh you can add multiple messes together either just by saying plus two meshes or you can assign your mesh by adding it into another mesh and you can multiply a mesh by a matrix and as i mentioned before it goes through and iterates through every point in the collection of meshes or of points inside your mesh and you can either do that by taking an existing mesh and multiplying and restoring the result or modifying your existing mesh because if you didn't care about keeping extra copies of it around so to manipulate and move things around on the screen or in your world you just basically take a matrix which was generated and i'll show you some of these formulas here in a little bit of you just basically say i want to rotate on the x-axis this many and i use degrees most systems actually internally use radians doesn't matter just as long as you're consistent you use whatever engine's system that you wanted to use or that they were using rotate it on the y rotate on the z scale you can scale things differently in different directions on the x and the y and then the z so you could start off with a cube and end up with a funky you know you know rectangle type gone translate is just moving on the x or the y or the
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