The viewpoint from which the game world is observed from.
1
vote
1answer
122 views
Camera wont stay behind model after pitch, then rotation
I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick ...
7
votes
2answers
409 views
Rotate a vector
I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2.
So far I have implemented a ...
0
votes
1answer
47 views
Camera changes view when controller connected
I have a weird situation. I have a model set to 0 for X,Y and Z. My camera's position is set to:
0 (X-value, but updates when the model moves around)
the model's height + 20f (about the same level ...
1
vote
2answers
203 views
Matrix camera, movement concept
Someone told me that the movement concept in my 2D game is bad. When left or right arrow is pressed I'm scrolling the background which makes you feel that player avatar is moving (the avatar's ...
2
votes
1answer
603 views
Light mask map and camera for static lights in XNA Platformer
Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display ...
4
votes
1answer
440 views
Issues implementing arcball viewer
My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly.
Now I'm ...
1
vote
1answer
384 views
Pitch camera around model
Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form ...
0
votes
1answer
216 views
World Location issues with camera and particle
I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I ...
4
votes
2answers
1k views
Keeping the camera from going through walls in a first person game in Unity?
I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera ...
2
votes
1answer
375 views
OpenGL: Move camera regardless of rotation
For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work.
The idea is that the user can drag the ...
1
vote
1answer
321 views
Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z
I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format:
r r r x
r r r y
r r r z
- - - zoom
Strangely though, the camera does not respond to the Z ...
0
votes
1answer
109 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 ...
2
votes
2answers
252 views
Restrict camera movements
I'm making a game with target (orbit camera). I want to limit camera movements when in room. So that camera don't go through walls when moving around target and along the ground.
What are common ...
4
votes
2answers
169 views
Render a 3D scene in multiple windows - extended panoramic view
Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in ...
4
votes
1answer
870 views
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, ...
0
votes
1answer
194 views
Java Slick2d - Mouse picking how to take into account camera
When I move it it obviously changes the viewport so my mouse picking is off.
My camera is just a float x and y and I use g.translate(-cam.cameraX+400, -cam.cameraY+300); to translate the graphics. I ...
0
votes
1answer
237 views
3d world vertex translation to go to 2d screen coords
My technical english is a little rusty so to avoid misunderstands please be patient with me :)
I will try to be brief and clear
Situation:
- I have a 2d sprite character on the screen
- I've just ...
0
votes
2answers
170 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 ...
6
votes
2answers
840 views
What would be a good game making engine supporting Vector images?
I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar ...
5
votes
3answers
652 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 ...
2
votes
1answer
301 views
Finding a suitable axis-angle to avoid gimbal lock
In OpenGL the camera faces the -z axis with the +y axis pointing up. I am using quaternions to represent the orientation of my objects (which works well) and am trying to do the same for the camera. I ...
3
votes
0answers
171 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!
...
1
vote
0answers
117 views
reflection plane 3d
Hey there I'm trying to create a plane that can have a texture on it and reflect the 3d elements around it. for example a plane with a laminate floor texture and above it a cube rotating. I want the ...
-2
votes
1answer
348 views
Shaky Camera Effect 2D
The camera in my game engine can be modified by following a rectangle properties, that can be scaled, moved and even rotated. I need this effect for the shaking of the screen when a zombie attacks a ...
1
vote
1answer
324 views
xna orbit camera troubles
I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");.
In the Draw Method I call DrawModel:
private void DrawModel(Model m, Matrix world)
...
2
votes
1answer
423 views
Why use 3d matrix and camera in 2D world for 2d geometric figures?
I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures...
I saw some tutorials about creating dynamic shadows but I didn't understood why they ...
0
votes
3answers
196 views
Understanding how to go from a scene to what's actually rendered to screen in OpenGL?
I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need ...
2
votes
2answers
918 views
Panning with the OpenGL Camera / View Matrix
I'm gonna try this again
I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm ...
3
votes
2answers
154 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 ...
3
votes
2answers
2k views
How To Smoothly Animate From One Camera Position To Another
The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving ...
3
votes
2answers
1k views
Viewport / Camera Calculation in 2D Game
we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport ...
3
votes
3answers
798 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?
2
votes
1answer
374 views
3D zooming technique to maintain the relative position of an object on screen
Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing ...
3
votes
2answers
2k views
Calculating up-vector to avoid gimbal lock using euler angles
I wish to orbit a camera around a sphere, yet the problem is that when the camera rotates so that it is at the north pole (and pointing down) or the south pole (and pointing up) of the sphere the ...
2
votes
2answers
200 views
Moving 2d camera in the y direction
I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components:
...
1
vote
2answers
259 views
Frustum Culling/Only rendering what's viewed by the Camera in HTML5 Canvas?
I coded up a simple 2D Camera for my HTML5 Canvas-Based Game Engine but I noticed the performance wasn't very good. So a lot of people suggested only rendering things that are shown by the camera but ...
2
votes
2answers
584 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 ...
1
vote
0answers
659 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 ...
-1
votes
1answer
376 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 ...
1
vote
0answers
476 views
How to turn a 3d camera (in HTML5 2D Canvas)
A few years back I started experimenting with 3d in canvas. Everything went pretty well untill I had to to turn the camera, I couldn't get it done.
A few days back I just happened to stumble upon ...
1
vote
0answers
164 views
Smooth Camera Offsets
I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns.
Here is an ...
2
votes
2answers
986 views
XNA Camera 2D confusion
I have followed the tutorial at http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/ to implement my 2D camera and everything works just fine. However this leaves me confused. ...
6
votes
3answers
3k views
How should I implement a first-person camera?
I'm a beginner programmer and I'm creating a project which allows me to walk around rooms via a first person camera. So far, I have the buildings drawn and on, but now I'm stuck and don't know how to ...
-1
votes
1answer
313 views
Camera rotation not working right?
I'm new to game programming but I've read a lot of tutorials. I was just trying to make my own camera class but instead of the scene rotating around the camera, the camera stays stationary while ...
3
votes
2answers
521 views
Detect if a sprite has left the camera in libgdx?
Is there a method to know if a sprite has left the camera of the stage? or I have to do my operations? :P
2
votes
1answer
2k views
How do I properly implement zooming in my game?
I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original ...
1
vote
0answers
116 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: ...
1
vote
1answer
146 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 ...
0
votes
1answer
578 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 ...
3
votes
1answer
2k views
How do I move the camera sideways in Libgdx?
I want to move the camera sideways (strafe). I had the following in mind, but it doesn't look like there are standard methods to achieve this in Libgdx.
If I want to move the camera sideways by x, I ...
