# Tagged Questions

13 views

### Camera world matrix to view matrix

I've been working on a game engine and I model every object in my scene graph as an "entity" this includes my camera. My camera therefore has a position and rotation in world space and at the moment ...
37 views

### Computing Field-of-View from window dimensions

I'm looking into computing the vertical Field-of-View (FOVy) based on the projection parameters of my camera. From this source, I've found an equation that seems to work. float ...
41 views

### Fit a bounding box in the scene modifying FOV

Suppose I have a radius for a spherical bounding box around a mesh. My goal is to render the scene such as when the camera moves, the bounding box whose centre the camera look at, occupies always ...
87 views

### Implementing Camera Zoom in a 2D Engine

I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; ...
78 views

### Camera roll has no effect

Consider my following (abstracted) C# w/ SharpDX code: class Game { Camera _camera = new Camera(); private void Window_KeyDown(object sender, KeyEventArgs e) { // Roll if ...
54 views

### 3D model editor manipulators

I'm trying to make my own 3D model editor to better learn 3D programming. I have my translate manipulators and I'm trying to calculate the Vector2 that the mouse would have to move in order to move an ...
300 views

### 3D Camera Rotation

Please, forgive me, but I need help and I've been stuck on this for a few weeks now, I'm making no progress and everywhere I go and I see a different answer, everything I try doesn't work. I've had ...
144 views

### What are the correct angles in the Top-down perspective?

In the following picture it says that in the Top-down perspective the angles are 90°, but if it would be 90° then you shouldn't see the front of the building and the roof at the same time... So what ...
154 views

### Smooth interpolation with variable time steps

My game engine just went through a small overhaul that changed its fixed time step loops into variable time steps ones. Though everything has already been adapted steadily to the new environment, ...
221 views

### How to detect collision between a camera and a mesh?

I am wondering how you would be able to extract mesh properties (i.e. faces, vertices, and vertex normals) and use them to create a collidable object, one that a camera can't go through ? I am using ...
290 views

### Project collision shapes to plane for 2.5D collision detection

I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is ...
791 views

### Quaternion LookAt for camera

I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); ...
116 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 ...
233 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 = ...
319 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 ...
90 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) * ...
89 views

### Need transform matrix to translate the center of the view to a custom position within the target texture

My problem is as follows: I want to use a single render target texture for drawing 16 viewports where I want to display the 16 different combinations of the marching squares algorithm with my 3D ...
331 views

### Drawing the same scene with perspective then orthographic projections

I have a scene that I'm rendering first with a perspective matrix. I then want to rerender it in a different viewport using an orthographic matrix for a top-down 2D view of the scene. I think I may be ...
212 views

### Accumulating rotations for camera

It seems there are three ways to store a camera's rotation: in angles, view matrix or quaternion. I was using euler angles since when I used a matrix it had a tendency to accumulate rounding errors ...
416 views

### Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

I am looking for some insight into a small problem with unit translations on a grid. Update and Solved I solved my own issue. See below for details. Everything in this part of the post turned out to ...
200 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 , ...
225 views

### Determining my playable area/field of view

Contrary to what I found searching for the answer, I'm not trying to see whether a character is in view of another character. What I need to find out is the size of the field of view. This is because ...
192 views

### Web sites with famous game information? [closed]

Is there any website containing informations related with some famous game? For information I mean how to calculate damage in a rpg for example, or how they've set camera and other tips like this! ...
1k views

### as3 3D camera lookat

I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x ...
185 views

### Camera not working

I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I ...
1k views

### Orthographic Camera Zooming

In XNA I am using a spritebatch to render a board. I have created a camera class which can provide me a view and projection matrix. Currently I am supplying the view matrix to my sprite batch when I ...
979 views

### How to rotate an object so it stands correctly (back always facing the camera)

I have the following scene: And I have two 3D vectors, the camera position, and the focus position. The focus vector is always behind the monster. I know how to rotate the camera around the focus ...
174 views

### Camera placement sphere for an always fully visible object

Given an object: With the bounds [x, y, z, width, height, depth] And an orthographic projection [left, right, bottom, top, near, far] I want to determine the radius of a sphere which allows me to ...
149 views

### Issues with Spherical Coords and gluLookAt

I am currently developing a game set in a planet(A sphere), in which my camera mostly works though some issues arise from this method: ...
160 views

### Averaging Camera Position

I'm making a camera which tracks the player. I am using a basic algorithm to calculate a position for the camera relative to the player. Then I am taking an average of this over the last x number of ...
806 views

### Camera Rotation (for mouse look) with LookAt does not work as expected (Local/Global)

My code for rotating my 3D fps camera isn't working as expected. I expect that the X-axis does rotate with the Y-axis, but it ain't so. I made some pictures to explain it better, I think its doing ...
968 views

### What's a pre-multiplied 4x4 matrix?

I'm using a 3d game engine, that uses a 4x4 matrix to modify the camera projection. The matrix is in the regular 4x4 format: r r r x r r r y r r r z - - - zoom The description for the ...
543 views

### Manipulating a free camera

I have a camera class in my code which stores two 4x4 matrices. One for the view matrix and one for the projection matrix. Originally, I had two floats in the class for pitch and yaw and these were ...
519 views

### OpenGL Camera causes spatial distortion

I'm trying to implement a 3D camera of the "Orbit around the origin" variety in a game engine I'm developing in order to learn about 3D graphics and game programming. I have a basic handle on the ...