The viewpoint from which the game world is observed from.
0
votes
0answers
34 views
How to choose a camera angle for top view game
I am stuck at choosing the 'best' camera angle for a top view game :
The camera should be showing so little details just like what Boxhead provides
Also the Camera angle should be similar to what ...
0
votes
1answer
41 views
XNA Camera Positioning All Wrong
I've been working in 3DSMax for years now and decided to give XNA 4.0 a try. I've got the majority of it working, however the camera is being a pain to me and I can't discern what's gone wrong. I ...
2
votes
1answer
68 views
Game Maker: How do I make a score display move with the view?
I have drawn everything needed to the screen including a HUD for the score, but I have my room set to follow my player: When the camera follows the player, the score HUD stays doesn't scroll with him!
...
1
vote
2answers
250 views
Camera frustum calculation coming out wrong
I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up ...
1
vote
1answer
62 views
Weapon as camera's child, rotation messed up
I put my weapon as a camera child, it works, but when i rotate my player it seems the weapon rotate a little too.
I'll attach some images so you can see it.
As you can see, when i look up i ...
0
votes
1answer
60 views
gluLookAt strange behavior implementing camera
I'm having a super tough time trying to implement what I thought would be a very straightforward problem. I'm trying to demonstrate a free camera that can move forward/back, strafe left/right, fly ...
0
votes
1answer
147 views
Stage3D: Camera pans the whole screen
I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the ...
-1
votes
0answers
48 views
Camera frame yuv to rgb conversion using GL shader language [closed]
I am getting the camera frame from the android camera Preview Callback in Byte array and pass it to jni code. As we can't use byte in c++ so i am converting it to the integer array as follows:
...
1
vote
1answer
90 views
relationship between eye height and collision body in UDK
We are using the UDK in a research lab setting so we must understand exactly how tall users feel in the virtual world (camera position). By Googling and digging through code, we have discovered the ...
-1
votes
0answers
46 views
Mouse controlled camera bisbehaving. [closed]
I wish to implement a free roam camera that I can control with a mouse in OpenGL. Unfortunately, moving the mouse seems to rotate the camera incorrectly (along weird axes) when my camera is facing a ...
11
votes
2answers
608 views
How to blend two cameras when traveling through a portal in Unity3D
Before I get to my question, I know the most obvious solution would be to use the normalized view port rect, however I need more complex shapes than a rectangle, and I've looked in to using the view ...
-2
votes
0answers
109 views
FPS , Positioing gun [closed]
I am very happy to be with experienced game developers, so this is my code, the hands associated with the gun are not positioned in front of the camera!!! I tried out a lot of ways to figure it out ...
-1
votes
1answer
92 views
First person camera with Bullet Physics
Before integrating the Bullet Physics, the camera worked fine. But instead of using my own simple struct for transform data, I use rigid body structs provided by the physics library now.
There are ...
0
votes
1answer
106 views
Camera lookAt target changes when rotating parent node
have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , ...
0
votes
2answers
542 views
Unity3D 3.5 pro - Moving the camera vs setting draw distance
I move the camera mostly via right-click + WASD, sometimes with [shift] if I want it to move faster. Occasionally, instead of moving my camera, it alters the draw distance / FOV / some visual aspect ...