Writing software is all about compromises you’d like to take. In this case it is probably memory vs quality. All answers about precision are correct but they don’t explain why. In real world you pickup an object and rotate it without any glitches, assuming we are not in matrix of course, because real world has infinitely big precision so atoms do not end up at a wrong position. On the other hand when you rotate an object in computer you have limited precision so each modification causes some losses. While these losses are very small to notice they build up and cause visible issues because we calculate an object’s next position by using its current position. This way you have only one object in memory and it always contains latest state. If you don’t want this glitches then you load the object in its initial state and create a copy of original each time you want to transform it. So you will have two copies of the object, one pristine and one transformed. More memory but higher quality.
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