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

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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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458 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?
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2answers
1k 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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2answers
789 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 ...
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2answers
146 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 ...
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612 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 up/...
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1answer
135 views

A view and projection matrix oddity?

I have a bit of a dilemma ... So i setup my scene how I want it with some bits in it and now I want to move all my camera related code in to a camera class however doing so is proving to be a pain in ...
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1answer
718 views

Use of FlxG.camera.follow to follow a character vertically

I am developing a prototype for a game in Flixel in which a character floats upward continually to traverse the level. I would like to have a "tall" layout for levels and set the FlxG.camera to follow ...
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2answers
10k views

How to add isometric (rts-alike) perspective and scolling in unity?

I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective ...
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1answer
125 views

Connect camera class to game

I've been following a tutorial on making a free camera for a 3D model. What the camera class does is allow the player to move and rotate in respects to the model's current position using the right ...
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1answer
334 views

Conversion from matrix defining rotation and position to camera matrix

I have a matrix that defines the rotation and translation of an object, relative to (0, 0, 0). Assuming that the identity matrix defines the camera to be at (0, 0, 0) pointing at (0, 0, 1), how would ...
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1answer
30 views

Calculate camera target

How calculate camera target position, if I have front/back planes, camera transformation matrix and camera lens length?
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64 views

Unity 5/C#/Scripting Switching Cameras

How can I switch cameras from First Person to Third person or from thrid person to first person. Like at GTA V you can switch the cameras. How to do this? Tnx for your time.
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3answers
184 views

Move Camera When Player Move C#

i developing side Scrolling endless Game. i want to Change X Axis of camera as player moving to Right. and i almost Done That. but the problem is when move Camera to the Right then its look so stiff ...
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1answer
149 views

Rotation around arbitrary vector (using quaternions?)

I currently have a camera which orbits a specific target object, always looking at it. The user can drag the mouse to move the camera left/right/up/down and the camera will move over the surface of a ...
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1answer
63 views

Rotate object with mouse look script

I would like to rotate an FPS camera slightly upwards during a shot as an effect of recoil, but the problem is that I have a mouse look script as well and I assume it prevents me from achieving the ...
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1answer
55 views

Camera bounds on different resolutions

I tried to search different solutions but also due to the lack of knowledge in camera handling I found none fitting my needs. The situation is the following. I have a 2d game structured in ...
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2answers
505 views

Using Unity's `transform.translate()` to translate relative to an object but only using two axis

I'm using transform.translate() to move an object around the world space, relative to the camera that is following it. The camera has an angle of 23 degrees on the X axis. The problem is that when I ...
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1answer
69 views

Issue creating a dynamic seemless cube map

I have a function for building a cube map, given a location in space. I also have a system for displaying cubemaps (either loaded from images or given as a texture handle), and they work fine and are ...
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1answer
78 views

Unity why do all gameobjects not dissapear from view when I switch cameras?

I am having trouble with camera switching. I have two cameras: "Camera1" and "Camera2". A "button script" attached to Camera1 allows a switch to Camera2. It also positions the cameras. There is a ...
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1answer
56 views

Stop player following cameras cameras direction

Okay I'm not going to go to much into it but this is what I need my script to do. The way I have my controller set up is that the camera looks to the side of the player a little bit. I use this for ...
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1answer
139 views

Making certain GameObjects visible for a camera

I have 2 cameras in my 2D game. One displays gameobjects normally, and the other camera draws some of these gameobjects reflected (scale.y *= -1). The reflected camera would draw only objects in the "...
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1answer
638 views

How can I implement a quaternion camera?

I am trying to implement a quaternion camera in OpenGL 3.3. I have so far used these tutorials below however I have a bug which I cannot work out how to fix. http://ogldev.atspace.co.uk/www/...
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1answer
271 views

How to put the “camera” inside a cube in OpenGL

I'm really new to OpenGL and can't seem to figure out how to put the "camera" inside the cube I've created so that I can move in an FPS-like style. I tried to use gluLookAt and gluPerspective but I'm ...
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1answer
131 views

Free camera rotation in 3D space

I'm using a view matrix to do camera movement and rotation. viewMatrix = new Matrix4f(); viewMatrix.setIdentity(); Matrix4f.rotate((float) Math.toRadians(rx), new Vector3f(1,0,0), viewMatrix, ...
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1answer
53 views

OpenGL ES 2.0 basic camera issues

I am having issues with the camera, I cant find how to invert the AXIS Now A point is 0,0,0 B point is 1,0,0 C point is 0,0,1 What I want is A point 0,0,0 B point 0,0,1 C point 1,0,0 ...
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1answer
463 views

LibGDX full screen display mode and camera resize

I'm creating a simple 2D platformer and I have problem with my camera y position when I enter full screen mode. But first here's my code screenY = Gdx.graphics.getHeight(); public void updateCamera(...
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1answer
227 views

How do I rotate a cube around an axis, relative to the camera view?

I want to be able to rotate a cube, either by dragging vertically to rotate it around the Y-axis, or dragging horizontally to rotate it around the X-axis. However, when the camera is rotated 90 ...
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1answer
148 views

Pan camera within bounds of large image

I have a camera that I pan around a large image which works fine, however when I reach the end of the image I can keep panning on and on, forver. I have looked everywhere for an answer on how to ...
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1answer
91 views

Calculations for a camera system

I am building an interactive application in Starling for which a camera system is required. Since there is no existing camera system in flash and the addons for starling do not meet our requirements, ...
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1answer
73 views

Everything black except where there's a light

I have a camera in my scene with a map created at runtime: As you can see everything can be seen. Now I want the map to be invisible (black as the background) except where there are lights. How can ...
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1answer
214 views

Check if is object in camera field and not covered by other object

I know how to check if object is in camera view but how I can check if that object is cover by something elese? In my case I want to turn on or off some effect when I look at light. At this moment my ...
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2answers
115 views

Stop Lerp at relative location?

In my Unity 2D platformer, I'm trying to move the camera down a bit when the character is crouching but not moving. I've done this with the following: cameraPosition = mainCamera.transform.position.y;...
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1answer
442 views

2D game with angled top-down camera perspective [closed]

I want to create a game similar to binding of isaac, a slightly angled top-down 2D game. In binding of isaac, the character moves and shoots along a 4-way path, so when he is shooting towards East, ...
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1answer
65 views

Aligning Camera to Rectangle

I'm working on a game in Java, and I'm having some trouble with finding the correct camera position. I've already made a Rectangle that shows exactly where I want the camera to be, and at what scale: ...
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3answers
209 views

Backround turning, follow the character

In my Unity2d-platformer, I need background to follow the character, so I just attach it. And when character turn left from right (or right-to-left), background turn too. How can I make my ...
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1answer
548 views

libgdx - Box2d debug draw not correct

I have a problem where the bodies in my debug draw does not draw correctly, take a look: As you can see, there is some space between the dynamic body and the ground. I have checked the contact ...
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1answer
48 views

How to compute the forward facing direction from three angles and then translate along it?

Given: float yaw, pitch, roll; How does one compute the forward direction: vec3 forward = computeForwardFromEulers(yaw, pitch, roll); Next, I would like to use this information to translate an ...
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1answer
430 views

Distortion problem with perspective projection

For various reasons – partly educational, partly technical – I'm writing a 3D game engine from scratch, using OpenGL 3.0; aiming for Core Profile, eventually, so of course I'm using a custom matrix ...
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1answer
146 views

Sprites and Box2d

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...
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1answer
204 views

Camera Movement Smoothing

I am trying to smooth a camera I create in my game, but I can't seem to find a way to actually do this correctly. What I have : //Calculate the "current" Forward vector var cameraForward = -...
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1answer
180 views

GameObject is only rendered when it has a negative z scale

I have an orthographic camera that looks like this: I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...
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1answer
808 views

Camera Rolling when Implementing Pitch and Yaw

I am implementing a camera in opengl for an android game and am having problems getting the pitch/yaw/roll of the camera correct. I have read many tutorials on quaternions and have implemented a basic ...
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votes
1answer
419 views

How to combine the camera that follows the player and the camera shake effect in Unity?

I need to combine both camera that follows the player and the camera shake effect in the same moment. The problem is in that, if I make the shake effect for the camera, then the camera doesn't follow ...
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1answer
159 views

3D Translations relative to 3D Rotations

I'm trying to program camera movement to be relative to camera rotation. (Forward is always forward, regardless of pitch, yaw, and roll) I want to be able to move forward, backward, left, right, up, ...
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1answer
218 views

XNA: Camera's Rotation and Translation matrices seem to interfere with each other

I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed ...
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1answer
215 views

Doing a turntable camera animation on a world matrix rather than view matrix

I have a camera class that contains a 4x4 view matrix as a member variable. Most of my camera controls work fine when doing them directly on the view matrix. In an attempt to unify all of my scene ...
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1answer
134 views

TiledMap not drawing completely [closed]

While attempting to constrain camera scrolling to within the TiledMap I discovered that it seems the renderer for the map is not drawing the entire map. The map is 1600x960px so one would assume the ...
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1answer
732 views

Change players state and controls in-game

I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than ...
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1answer
77 views

Why doesn't my game start in landscape mode?

I want my game to run on all Android devices in LANDSCAPE_FIXED mode, but this mode works only for some screen resolutions. PORTRAIT_FIXED works well for all devices. I'm testing this on and emulator. ...