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Home/ Questions/Q 5979117
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T21:36:50+00:00 2026-05-22T21:36:50+00:00

I am building a 3D simulation. I am using one class to display sun,

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I am building a 3D simulation.

I am using one class to display sun, planets & moon with different size, texture, speed and orbit. Here’s my code which does the magic job of calculating rotation + revolution

world = Matrix.CreateScale(size,size,size) * Matrix.CreateTranslation(0,0,0) * 
 Matrix.CreateRotationY(rotation) * 
 Matrix.CreateTranslation(position) * 
 Matrix.CreateRotationY(revolution); 
  • size is my variable to scale the object individually
  • rotation is my variable to rotate the object around its own axis
  • position is my variable to position the planet on orbit, new Vector3(240,0,0)
  • revolution is my variable to revolve the planet around the origin

now i want the display the moons around earth and around other planets but i just can’t figure out how to do it. In terms of Matrix Multiplication.

The complication is the moon’s revolution is around a planet which is not on origin and is always changing.

How to do it ?

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  1. Editorial Team
    Editorial Team
    2026-05-22T21:36:50+00:00Added an answer on May 22, 2026 at 9:36 pm

    i figured it out…

    Translate The Origin to the Parent planet’s Current Location

    and keep doing it in the update method

    world = Matrix.CreateScale(size,size,size)
            * Matrix.CreateTranslation(0,0,0) 
            * Matrix.CreateRotationY(rotation)
            * Matrix.CreateTranslation(position)
            * Matrix.CreateRotationY(revolution); 
    
    world *= Matrix.CreateTranslation( parent.getPosition() );
    

    what i am doing here is that i m revolving the moon around the origin (Sun) but i translate its origin to any planet’s current location… this worked for me.

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