Ok so I found this website:
https://petercollingridge.appspot.com/3D-tutorial/rotating-objects
And so I translated he code to SB code and got a bendy cube rather than a rotating cube. It kinda just turned into a rhombus prism.
EDIT:
ID10T It's -+, not -- lol
Now it rotates properly
3D rotation
Root / Programming Questions / [.]
randoCreated:
Ok, now I'm trying to make it so that you don't move but everything else moves. This is so that the origin is always on screen and changing. But I need to figure out how to move everything based on stick inputs and which way the player is faced. Just a side note, right now it's in first person if that matters at all.
For 3D rotations, I would recommend you to look up either Euler angles (do this one if you don't mind gimbal lock) or quartenions (do this one if you're prepared for 4-dimensional numbers and the math related with them).
There's a good video by 3Blue1Brown which explains very nicely quartenions if you want to implement them.
Man quaternions are confusing. I like euler angles exept for the gimbal lock stuff but ok I guess.
EDIT: Ok never mind. Because of the way I have this set up, I just need to increase/decrease the z value of every coordinate. (everything except player moves)
EDIT2: Well I guess the new problem now is implementing physics. That's because of how it's set up :D
A: for directional movement, you move X * sin(angle) * speed and Z * cos(angle) * speed
For rotation, I recommend the video you used it for that engine and videos in this series(this is video #2): https://youtu.be/XgMWc6LumG4
Also, don't worry about projection matrix. That's just a 2d array of the perspective formulas. If you pay attention you'll understand it.