Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.

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43 views

How to automatically render all opaque meshes with a specific shader?

I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some ...
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2answers
377 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 ...
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1answer
132 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 ...
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1answer
81 views

First Person Camera strafing at angle

I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when ...
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1answer
36 views

Drawing chunks, and positioning the camera

I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and ...
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1answer
82 views

Automatically zoom out the camera to show all players

I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks ...
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1answer
42 views

Obtain rectangle indicating 2D world space camera can see

I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so ...
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1answer
77 views

OpenGL camera translate and rotate on cameras local axis

How can I make rotation and translation on a local camera axis in OpenGL? I want to make camera like "aeroplane" camera with a pitch yaw and roll. I want to have good explanation on everything! Can ...
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1answer
37 views

How to code camera for layered map in unity

For a current unity project I need a layered map like in Dwarf Fortress. The game will take place in a 3D city enviroment and the camera should be 'snapped' to layers. So there will be (for example) a ...
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1answer
152 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 , ...
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4answers
109 views

How do I rotate a camera around the Y axis of the object it's looking at? [duplicate]

I'm making a camera that can currently rotate freely from the back to the front of a target object by giving it an angle and a distance. I do the above with the following code directionVector = ...
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3answers
71 views

Can I use a translate function to implement a viewport?

I read this great question and its accompanying great answer about rendering a viewport in a top down 2D game: As for actually drawing the objects the camera can "see", you now draw all objects ...
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2answers
215 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 ...
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1answer
191 views

Simulate camera movement in two dimensions (OpenGL)

I've been told by the folks over at Stack Overflow that there's no way to move the camera in OpenGL. I'm developing a 2D RPG with LWJGL and need to know the proper way to simulate camera movement as ...
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1answer
101 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 ...

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