Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.
0
votes
1answer
58 views
How to rotate the camera to point to a specified location?
I have a quaternion based camera class (which controls a view matrix) and would like a function to rotate the camera to face a specified point. The best approach I can come up with is that I rotate ...
0
votes
1answer
66 views
Orbiting a camera around the Y axis whilst remaining up
I've been having difficulty with a problem which I thought was going to be a simple solution.
I have a camera facing downwards on a character. The can camera be lowered and when it's lowered it ...
0
votes
1answer
74 views
Rotate around the centre of the screen
I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating ...
1
vote
0answers
47 views
Determining axis to rotate around
I'm trying to implement a free-look third person camera (using glm). I know that the general transformation is
newCameraPosition = translate(lookatPoint) * rotation(angle,axis) * ...
0
votes
1answer
80 views
First person shooter camera movement
I am making an FPS in XNA. I cannot seem to make a FPS camera that I can move Forward, Back, Side to Side using the keyboard. How do I do that?
-1
votes
0answers
26 views
OpenGL Camera with jBullet Physics
I am using jBullet with OpenGL to create a basic game engine. I created two classes named ObjectSurface and ObjectEntity. Basically ObjectSurface's have no mass so they don't move and ObjectEntity's ...
0
votes
1answer
65 views
Drag camera/view in a 3D world
I'm trying to make a Draggable view in a 3D world.
Currently, I've made it using mouse position on the screen, but, when I move the distance traveled by my mouse is not equal to the distance traveled ...
0
votes
2answers
142 views
First person camera: problem
I have created a simple camera class, moved it from my C# (XNA) source to C++ for d3d.
Commonly it is okay, but something is wrong with rotation.
If i increase its pitch/yaw values, according to ...
1
vote
1answer
68 views
Understanding the z-axis vector from OpenGL modelview matrix
I would like to shoot spheres in the current view direction in a simple scene. I use an FPS camera, so no z-rotation. The vector pointing in the correct direction should be (m[8], m[9], m[10]) where m ...
2
votes
2answers
126 views
Field of view settings for first person shooter
Are there any industry standards for setting the field of view (FOV) for FPS games or is it solely based on trial and error? Are there any guidelines for choosing the correct value?
3
votes
1answer
59 views
Second camera record and export to video file (Unity)
I'm making horror quest game for PC on Unity. I'm trying my best to make it kind of unique and trying not to use standard methods like screamers etc.
What i want to do badly is camera recording ...
-1
votes
1answer
118 views
Pinhole matrix problem
I made a program to represent a 3D world. I use the projection matrix we can find on wikipedia. For viewing a scene it's very nice but when I straff in the scene, everything behind the camera go on ...
4
votes
2answers
174 views
XNA 2d Camera Scrolling - why use matrix transform?
I am making a test game where I want the level to be constantly scrolling. To create this effect I have established a camera class which simply stores a vector2 position and an enum direction. It also ...
3
votes
1answer
111 views
Is there a way to write a camera class without matrix-transformation?
I have a problem with a camera class I got from the internet. It does a transformation like this:
public Matrix get_transformation(GraphicsDevice graphicsDevice)
{
_transform =
...
0
votes
2answers
85 views
How do I implement a 2D camera in JPanel?
I'm trying to create a mario-esque game in Java and am at the point of implementing a camera.
Following normalocity's example, I understand the difference between the GameWorld and the Camera that ...