A short demonstration and discussion of different types of rotational relationships between parent and child actors.
Tidal Lock: The same face of the child faces the parent - e.g, the moon.
Geosynchronous: The child rotates around the parent when the parent rotates.
So we can trigger true/false on these properties to yield different types of behaviour.
Geo + Tidal: An object rotates around it's parent, and it is rotated as it's parent is rotated.
Geo only: An object is rotated around it's parent.
Tidal Only: An object rotates to match it's parent's rotation.
No tidal or geo: The object merely maintains it's position and is not impacted by the parent's rotation.
Now that the scene graph and object hierarchy are working, I'll be working on 2D collision detection next.
I'll be taking a break from the game engine to write some software in Unity for another project.