Jump to
Menu
Sign up Sign in

How Video Games Spin the World

Geometry & Trigonometry

Every rotation, zoom and tilt on your screen is the same trick: multiply every point by one small grid of numbers. Build the trick yourself and animate a shape with nothing but multiplication.

Where this idea comes from

Start here β€” these are the sources that inspired this exploration.

Introduction

When a game spins the camera, the computer moves millions of points in a millisecond, all with one tool: a small 2-by-2 (or 3-by-3) grid of numbers that tells every point where to go. 3Blue1Brown's animations show the idea directly: the grid is the transformation. You can rebuild it from scratch: draw a shape from coordinates in a spreadsheet, transform the points, and watch your shape rotate, stretch, shear or flip. There's a rival method too - treating each point as a single 'two-part number' that rotates when you multiply - and deciding which method to use where is a real professional question.

Guiding Questions
  • Draw a simple shape as a list of coordinates in a spreadsheet, plotted with straight lines. Find what to do to every point so the whole shape doubles in size. What about flipping it?
  • Rotation is the interesting one: work out where the points (1,0) and (0,1) should land after a turn through an angle, and convince yourself that knowing those two landing spots tells you where EVERY point goes.
  • Package your transformations as 2x2 matrices and chain them: rotate then stretch, stretch then rotate. Does order matter? Predict first, then test in your spreadsheet.
  • Each transformation changes your shape's area by some factor. Find the number inside the matrix that controls it β€” and explain what a factor of zero, or a negative factor, does to your shape.
  • Now the rival method: write each point as x + yi and multiply every point by one cleverly chosen number. Which rotations can this do in a single multiplication β€” and what would it take to animate a smooth spin?
  • Pick something a real game does β€” zooming on a point that isn't the origin, a 3D tilt, a reflection in a sloped mirror β€” and work out the transformation that does it.
Start Your Exploration
Log in to favorite ideas and create drafts
Log In to Get Started
Key Mathematical Concepts
Matrices Coordinate Geometry Complex Numbers Computer Graphics Transformations
Share this idea