Optimizing a rotating scene

I’ve been dabbling with a space scene that has a bunch of moving objects (ships, bases etc) all parented to a node that has a rotation animation on it. I’ve noticed when trying to optimize that every object will have to compute it’s world matrix on every step because of the rotation. Are there better ways to optimize this scene?

I could always fix some meshes and rotate the camera around the scene but this would have the camera viewing objects from their shadow side which isn’t desirable. I’ve also looked into instancing/SPS and treating objects as one giant mesh but I need individual control over the ships movement.

Hello based on your needs, this is the best way to do it. World Matrices must be computed as they integrate the parent’s one :frowning: