0
votes
0answers
59 views

Irrlicht - Camera rotation like FPS

I'm constructing a game in OpenGL and initially I started using GLUT for the general purposes. However, later on I bumped over the problem of 3D model import and, after so many time trying to import ...
0
votes
1answer
156 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?
4
votes
2answers
671 views

Perfect FPS camera angle

I am making a multiplayer FPS and I am in search of some helpful tips on the perfect FPS camera angle. Because it is a multiplayer, I am making a full body model holding the gun, I find, however, that ...
6
votes
5answers
859 views

FPS games: don't they have unrealistic one-eyed view? What are the causes?

I have played many fps games, and noticed that the camera perspective is similar to the 'one eyed view' of the surroundings. It does not feel like bilinear. :/ Is it because of the single flat view ...
7
votes
3answers
2k views

How to keep my Quaternion-using FPS camera from tilting and messing up?

I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
-1
votes
1answer
438 views

First person camera is somehow “magically” expanding

I'm making a first-person game, and I've gotten the camera done (modified version of Lloyd Goodall's code), but whenever I scale an object, it doesn't appear bigger, but the speed of movement seems to ...
15
votes
5answers
1k views

What's the best head-bob formula?

Given a point in space, a direction of travel, and a time since start, what's a convincing, non-sickening formula to simulate head bob? What's been successful in previous games? Has there been any ...
5
votes
1answer
559 views

How can I implement view wobble when my player is running?

I'm creating a FPS in XNA. So far its' going great. What I'm looking at doing is replicating the camera movements that you see in Modern Warfare. So, if you are walking the camera stays pretty ...
5
votes
2answers
602 views

Recommended 3D camera settings and model sizes for an FPS

I'm making a simple FPS and I can't decide on the size of my models and my camera settings. Could someone please recommend a good combination of: camera field of view near and far planes model ...
4
votes
1answer
734 views

Improving first person camera and implementing third person camera

I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view. My current setup: draw():: glPushMatrix(); ...
32
votes
1answer
4k views

Mouse aim in an FPS

I would like to make a First Person Shooter and move the camera with the mouse. The problem is that when the cursor reaches the limits of the screen, the camera won't turn anymore. How can I keep the ...
1
vote
2answers
614 views

How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...