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

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Camera Control Techniques in Games

I am an MPhil student in Computing Science working on the problem of camera control in graphics. Though the literature of camera control dates back to the end of 1980s, the majority of them (up to my ...
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1answer
37 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 ...
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0answers
49 views

Camera rotation issue Libgdx

I have a OrthographicCamera and I want to rotate 90° it, but when I rotate it seems to be shifted more to the right. Before rotation: http://postimg.org/image/tc9jpq9zr/ After ...
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1answer
67 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
690 views

Lock mouse in center of screen, and still use to move camera Unity

I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; ...
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1answer
301 views

How to make an object move again after being stopped by collision in Unity?

I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a ...
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2answers
753 views

openGL Camera setup for Zoom in/out centered at point under cursor

I am trying to implement a zoom in/out navigation mode in a openGL 3dViewer. I was able to implement zoom functionality centered at screen center just by moving eye towards the center in perspective ...
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3answers
357 views

How do I change the relative origins of a Box2D World and a TiledMap in Libgdx?

I'm playing around with Box2D and TiledMaps and I've come across this minor annoyance. As you can see, both Box2D and TiledMap render at the center of the screen. This forces me to compensate by ...
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1answer
792 views

What are some good methods of implementing RTS-style Box selection?

I'm scouting around for different methods of implementing a typical RTS box selection. This is for 3D game - so I'm looking for methods for finding units within selection box in 3D world. Here is a ...
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1answer
62 views

Problem with sprite direction and rotation

I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts ...
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1answer
68 views

Rotating a view of a chunked 2d tilemap

I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be ...
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2answers
477 views

How can I keep chase camera behind player when player rotates?

I have implemented a follow camera in Unity 3D. However, if the player object rotates, the camera does not rotate with it. To fix this I used RotateAround as follows: playerRotation = ...
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1answer
85 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 ...
2
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1answer
840 views

Orthographic Camera and Raycasting in Three.js

I'm working on a test project porting a simple game from iOS to Javascript. I've got the orthographic camera working and it can view the objects in the scene and move up and down the tower of meshes ...
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2answers
69 views

Setting up a camera to make the world look large

I am attempting to configure my camera to give the impression of a normal sized player in a giant room. Since units are arbitrary, I figured this should be possible (despite the fact that the room is ...
3
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1answer
247 views

“Pixel-perfect” camera positioning in 2d game

I am writing a 2d game using LibGDX. The view to the game world is top-down. The game shows a grid of lines, which looks nice when the camera is at its initial position (0,0). The problem is now that ...
14
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6answers
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Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
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0answers
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how do I know what blocks to draw in a lightweight Minecraft style game [duplicate]

I am creating a lightweight minecraft style test game in C++ using opengl es. I have come upon a problem while planning it though - what is the most efficient way to render blocks? I know about back ...
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0answers
25 views

changing camera's reference point position by a keyboard event

I would like to change the camera's reference point position using gluLookAt. I would like that it changes when I press for exemle 'a'. I tried with: void VueOpenGL::Paint(wxPaintEvent&){ ...
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0answers
169 views

Unity game view differs from scene view?

I have an issue in which Unity is not showing the Game view in accordance to that of my Main camera despite setting them up as such in the photos. Would appreciate if someone could tell me where I ...
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0answers
66 views

2D Orthographic camera movement clamp in any orthographic size

I have a problem, which i currently can't figure out how to solve. I am trying to calculate a clamp value for world coordinates which have to respect any camera orthographic size.I bought an image ...
0
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1answer
718 views

Camera controller in a 2d platformer

I'm basically bumming around using Unity's 2D creation tools, and I've managed to create a little platformer physics demo. There's a lot of work to be done, but I've got basic movement down, some ...
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1answer
502 views

How to prevent showing outside of Game Map ( Cocos2D-x ) ( Scrolling game )

I'm trying to make a tower defense game and it can zoom in/out and scrolling over my world map. How to scroll over the game and how to restrict it not to show outside of my map(black area). At below ...
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1answer
389 views

Generating transformation matrix for 2D camera with pan/zoom/rotate

Question How do you implement a camera with pan/zoom/rotation for a 2d game? Is it acceptable to multiply together a series of transformation matrixes to generate a final transformation matrix that ...
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3answers
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Why the clip space in OpenGL has 4 dimensions?

I will use this as a generic reference, but the more i browser online docs and books, the less i understand about this. const float vertexPositions[] = { 0.75f, 0.75f, 0.0f, 1.0f, 0.75f, ...
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1answer
108 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
50 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 ...
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0answers
93 views

OpenGL/GLM Camera

I want to make a camera that can freely look and walk on X/Z plane and rotate 360 degrees. I'm using OpenGL and the lookAt function from the GLM library to create the view matrix. I've looked through ...
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0answers
95 views

MonoGame - Fuzzy Pixels When Drawing (2D)

I apologize if this has been answered somewhere; I spent quite awhile searching but couldn't find an answer. I have any issue with my 2D sprites being drawn to the screen - either the non-moving or ...
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0answers
70 views

How would I warp a mesh with code?

I recently asked a question about putting a camera at the head of a 3D human model here and it worked out rather well and whatnot, but there is still a problem that bothers me: How would I ...
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0answers
29 views

Scale aware adaptive camera zooming

I would like to implement an interactive zoom on a 3d object with mouse wheel.A naive approach is simple where you just scale camera marix Z poistion or modify FOV.But I would like the zoom scaling to ...
3
votes
2answers
185 views

Three Screens = Three Cameras?

I have three screens which are at an angle to each other. Basically, the left and right cameras need to move relative to the main camera in such a way that it would look like each screen is a window ...
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1answer
146 views

Pygame Scrolling Map

I have two questions. I'm working in a rogue-like and I've manage to implement a camera on the player, the camera shows just the players surroundings and is fixed in the side of the windows. The ...
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1answer
81 views

Lighting computation viewing direction

This is something that's really cooking my noodle. When I'm computing the light response for a material in my fragment shader, I'm using the standard 3 normalized vectors, in eye space: fragment ...
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1answer
370 views

Libgdx Do a fixed rotation for orthographic camera

Im trying to rotate my orthographic camera in the render loop to a fixed angle, but I can only make the camera spin with the code I got: in the create OrthographicCamera camera = new ...
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0answers
45 views

Is it possible to mask over CameraUI AS3?

My idea is to use the CameraUI to take a photo and then transpose that photo onto a blank sprite. So I want to have a mask layer over the CameraUI to line up the object with the size of the sprite. ...
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1answer
214 views

How do I create a camera?

I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions ...
0
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2answers
294 views

what function creates rotation effect in three.js?

which part of the code is responsible for the rotation in this example? Is it the camera or the scene itself? http://threejs.org/examples/#canvas_camera_orthographic
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2answers
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Camera vs Viewport

I'm don't have a clear understanding of what precisely is the difference between the camera coordinates and the viewport coordinates. Can anyone please clarify?
6
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3answers
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Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will ...
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1answer
129 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; ...
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1answer
1k views

OpenGL - Calculating camera view matrix

Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to ...
2
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1answer
535 views

Why are my 2D positions “off” after adding a camera transformation in XNA?

My game's source is on github. I am following this tutorial to create a 2D camera. After I adding the transformation to the SpriteBatch, all of my positions seem to be "off" when I move the ship (and ...
2
votes
1answer
93 views

Why are my 2D world click-positions offset after camera movement?

I'm writing a 2D game engine. I need to add a camera to my world that can zoom in and out as well as move away from its initial position at (0,0) at the center of the world. The main issue can be ...
0
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0answers
56 views

Issue with turntable rotation openGL

I am trying to implement turn table like rotation in my openGL app. In turn-table like rotation, z-axis is not supposed to roll. But in my app z-axis rolls like anything when I try to rotate the ...
1
vote
1answer
927 views

Displaying streaming video on dynamic texture

We are working in Unity 3D on pro licence and we are faced with the task to display streaming video as a dynamic texture in out Unity3D web project. We have a standard IP-camera , which is capable of ...
0
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0answers
135 views

How do I find the camera direction vector for 3D sound purposes? (C++, DirectX)

Question I'm trying to make a sound class for playing 3D sound effects with DirectSound and DirectX, without using DirectSound's 3D libraries. The plan is to have every game object constantly play ...
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0answers
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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. ...
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2answers
536 views

Smooth camera movement between followed objects

I have 2d game where my camera follows the player. Simplified, it copies the player position as its own. Now I have some other object in the game, that I want to camera to follow. This is easy enough ...
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1answer
294 views

Background Sprite Setting

For my 2d game, I want to set background image. So that I am using multiple background images for that purpose. But it can't set correctly on screen that illustrated in following image. Also for ...