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Hello Godotneers! When we make games we very often have to do calculations in 2D or 3D space to find out in which direction a character should walk, a projectile should fire or how to rotate a camera when the player moves the mouse. This often requires quite a bit of math which can be challenging in 2D and gets even more complicated in 3D. Godot's transforms provide us with a very neat and elegant way to solve a lot of these problems without needing a math degree. We're going to see how transforms work under the hood and how we can use this information to do things like moving a character relative to his orientation, shooting bullets from the player perspective without calculating a lot of angles and positions, controlling first and third person cameras and build useful node structures that let us do all of this with very little, readable code. So fire up Godot, download the example project and have some fun! Table of contents ================ 00:00 Introduction 01:51 A simple 2D game 03:25 Player movement 05:04 Player rotation 07:22 2D Transforms 11:42 Fixing rotation with transforms 15:15 Shooting bolts 17:36 Transform combinations 21:03 Spawning bolts with transforms 25:06 Transform parenting 27:06 Rotating the truss beams 28:30 Keeping the platforms upright 31:57 Node rigs 32:28 Fanning out cards 35:57 A simple 3D game 36:20 Moving the camera 39:08 3D Transforms 43:04 Fixing movement with transforms 45:24 Rotation in 3D 51:12 Euler angles 52:30 Gimbal 54:47 Fixing rotation with node rigs 58:33 Third person camera 1:00:02 Driving physics bodies 1:02:13 Spawning nodes in 3D 1:07:00 Conclusion Useful links ========== The example project that we use in this video - https://github.com/godotneers/transfo... Godot documentation for transforms - https://docs.godotengine.org/en/stabl... An introduction into vector math and matrices - https://learnopengl.com/Getting-start... If you'd like, you can support me - https://ko-fi.com/derkork