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Get Started Free →Design and debug game transform systems, coordinate spaces, local/world/view/projection matrices, homogeneous coordinates, camera constraints, and inverse transforms. Use when implementing object transforms, camera math, parent-child transforms, projection/unprojection, or coordinate-space conversions.
.claude/skills/hashgraph-online-game-transform-systems/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-09 | ✗→✓ | ▲ Improved | -9% | 0% |
| case-01 | ✗→✓ | ▲ Improved | -6% | 0% |
| case-02 | ✗→✓ | ▲ Improved | 10% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 16% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 3% | 0% |
Use this skill to make transform code explicit, composable, testable, and consistent across gameplay, rendering, physics, and tools.
Primary source: Geometry for Programmers by Oleksandr Kaleniuk (https://www.manning.com/books/geometry-for-programmers), transformed and paraphrased, especially chapter 4. Additional source: Khronos glTF 2.0 specification transform and coordinate-system conventions (https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html).
clip, screen, texture, grid, or field space.
matrix memory layout, multiplication order, angle units, and quaternion order.
local_to_world and world_to_view.picking, SDFs, fields, and object-local collision.
vector, field of view, aspect ratio, near/far planes.
methods.
at engine or asset boundaries.
composition must live in one pipeline.
part of the problem.
field's formula for every object transform.
is possible.
still leave roll ambiguous without an up/right/down vector or equivalent.
precision.
center, viewport corners, near plane, and far plane.
picking and UI/game interaction.
inverse round trips.
w = 0 represents a direction in homogeneous coordinates,while w = 1 represents a point.
the query point.
constraints.
Other measured skills in the registry, with their headline benchmark lift.