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

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6
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1answer
141 views

How to prevent clipping when moving through a tunnel?

I'm developing for Android using OpenGL ES 2.0. It's going to be a game where you have to fly through a tunnel without hitting the walls. However, the tunnel wall gets clipped as the player ...
1
vote
1answer
228 views

Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused ...
1
vote
1answer
599 views

How to set orthgraphic matrix for a 2d camera with zooming?

I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support ...
1
vote
2answers
289 views

Creating a 2D perspective in 3D game

I'm new to XNA and 3D game development in general. I'm creating a puzzle game kind of similar to tetris, built with blocks. I decided to build the game in 3D since I can do some cool animations and ...
2
votes
1answer
529 views

Problem using glm::lookat

I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, ...
2
votes
1answer
190 views

Frustum culling with third person camera

I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first ...
0
votes
0answers
66 views

Lwjgl camera causing movement to be mirrored

I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead ...
0
votes
1answer
65 views

XNA Rendering vertices that only appear within the cameras view

I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something ...
1
vote
2answers
197 views

What should I consider when selecting a field-of-view (FOV) for a space game?

I am making a space game (like the game Freelancer). You control a space ship in third person. What are some gameplay considerations that I should weigh when selecting a field-of-view (FOV) for such ...
4
votes
2answers
1k views

Multiple viewpoints in Unity3D?

I'm working on a 3D game in Unity. The primary view is a top-down view, but I am also looking to do target profiles that are true animated versions that reflect the actions of the target. The ...
3
votes
1answer
92 views

Vertices shaking with large camera position values

Basicly when i set the position of my camera (my character in game) to a high value, the geometries seems to be shaking, the higher the position value, the more they shake. On low position values you ...
0
votes
1answer
87 views

3D drawing precision problem. XNA

I have a simple scrolling camera positioned 2000 units about the 3D 'floor' that moves forward by 1 unit every frame and looks down on the floor at a point that also moves forward by 1 unit every ...
1
vote
1answer
178 views

Creating big scene and little size chasing camera

I would like to create a climb based game, so I need to have a big scene and a camera that cover only a little part of it and chase my player. This image explains easier what I want: How can I do ...
2
votes
3answers
999 views

How do I position a 2D camera in OpenGL?

I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : ...
-1
votes
1answer
276 views

Android OpenGLES 2 ray picking, resulting coordinate jumpy in certain spots?

I am trying to implement object picking based on touch coordinates via an intersecting ray test. I am having trouble finding information on converting the touch coordinates to the coordinate system ...
0
votes
1answer
247 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 ...
0
votes
1answer
77 views

What values to construct “Projection Matrix” from?

I am curious to what standard values I should use to create a camera's projection matrix, as well as if certain measurements need to be taken if I want to represent a very small world or a very big ...
3
votes
2answers
196 views

Extract smaller frustum from camera frustum?

Background: I was thinking of implementing multiselection by performing a frustum culling on a sub-part of the screen. Problem: Given total screensize, a rectangle on the screen (pos, size), and ...
1
vote
3answers
203 views

How to put a “mask” in front of the camera in Ogre?

Is there any easy way to put kind of a "mask" in front of the camera in an Ogre 3d application, so that parts of the scene are always covered by that mask? The idea is that I want to have an effect as ...
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 ...
1
vote
1answer
98 views

How to make camera rotation independent from frame rate?

I multiply the mouse movement by a given number to get camera rotation of a desired speed. But it only works at 60 FPS. When I don't limit the frame rate I get around 350 FPS and the camera rotation ...
5
votes
2answers
212 views

What perspective is suitable for sharing a screen across a table?

I'm thinking about a 2 player 2D arena game for a mobile phone, but I have the obvious problem of gripping. To avoid this, I think it shouldn't be a problem to play one in front of the other with ...
0
votes
2answers
110 views

Moving camera along generated terrain?

I'm generating my terrain on the GPU, using diamond square subdivision (no height map involved). How can I anchor the camera's position to always be on top of the generated terrain? Thanks
1
vote
1answer
117 views

3D Camera raytracing (PSM SDK) [duplicate]

I am currently creating a 3D Camera on the Playstation Mobile SDK (which is basically openGL with just a little bit of abstraction). The game I am trying to make is a 3D Tactical. That means my world ...
6
votes
2answers
489 views

How do I keep my character centred on screen?

I am making a game similar to Legend of Zelda: Link to the Past (top-down 2D action-adventure). I want the character to stay centred on the screen when he moves. Currently, whenever the player wants ...
0
votes
2answers
87 views

Min. Distance for Spotlights in Ogre3d?

I have a simple scene with only one empty box. Within that box I have the camera attached to a scene node, which the user can move (translate/rotate). Additionally a spotlight is attached to the ...
0
votes
1answer
117 views

XNA Camera Positioning All Wrong

I've been working in 3DSMax for years now and decided to give XNA 4.0 a try. I've got the majority of it working, however the camera is being a pain to me and I can't discern what's gone wrong. I ...
2
votes
1answer
2k views

Game Maker: How do I make a score display move with the view?

I have drawn everything needed to the screen including a HUD for the score, but I have my room set to follow my player: When the camera follows the player, the score HUD stays doesn't scroll with him! ...
1
vote
1answer
305 views

Weapon as camera's child, rotation messed up

I put my weapon as a camera child, it works, but when i rotate my player it seems the weapon rotate a little too. I'll attach some images so you can see it. As you can see, when i look up i ...
0
votes
1answer
281 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 ...
1
vote
1answer
405 views

relationship between eye height and collision body in UDK

We are using the UDK in a research lab setting so we must understand exactly how tall users feel in the virtual world (camera position). By Googling and digging through code, we have discovered the ...
0
votes
0answers
91 views

Top down 2D camera in relation to keyboard commands

I have a basic 2D camera: transform = Matrix.CreateTranslation(-position.X, -position.Y, 0) * Matrix.CreateRotationZ(-rotation) * Matrix.CreateScale(new Vector3(zoom, zoom, 1)) * ...
1
vote
2answers
684 views

First person camera with Bullet Physics

Before integrating the Bullet Physics, the camera worked fine. But instead of using my own simple struct for transform data, I use rigid body structs provided by the physics library now. There are ...
11
votes
2answers
1k views

Why is 90° horz / 60° vert the default FPS Field of View?

As far as I understand it, vertical Field of View should be adjusted to: fov = 2 * arctan(0.5*screenHeight / distanceEyeScreen); That is, Field of View should match a user's distance to and size of ...
1
vote
1answer
126 views

Optimize maximum performance “Frustum.contain ()” on XNA?

I wonder if it is possible to optimize the performance of "BoundingFrustum" requesting return of the visible elements that are found only on the part of the ground before the player .. Checker and not ...
2
votes
1answer
2k views

How to implement a basic arcball camera in OpenGL with GLM

I only just started learning OpenGL and even things like vector maths etc a couple of days ago, so I am having a bit of trouble figuring out exactly what to do to implement an arcball camera system. ...
-5
votes
1answer
132 views

camera2d class will not work [closed]

using System; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using ...
12
votes
2answers
2k views

How to blend two cameras when traveling through a portal in Unity3D

Before I get to my question, I know the most obvious solution would be to use the normalized view port rect, however I need more complex shapes than a rectangle, and I've looked in to using the view ...
0
votes
1answer
1k views

perspective camera with libgdx

I am trying to setup a viewport using perspective camera. I am trying to render a scene like this I read an official blog post about the cameras and found a few tests within gdx test suits. ...
2
votes
1answer
163 views

Camera not strafing (GLSL)

I use this code in my GLSL vertex shader, where v_position is the vertex position: gl_Position = v_position * u_camera; and set u_camera as follows: meshShader.setUniformMatrix("u_camera", ...
0
votes
3answers
609 views

How do I create a 3rd person camera?

I currently have a camera class set up and have my model/player loaded but I can't get my camera in the correct position by changing the x,y,z coordinates. I have set up my "game" with a separate ...
1
vote
1answer
477 views

Camera in Flash

Im having a hard time trying to work out how to implement a smooth camera in flash. In something like openGL i would use a transformation matrix to move the camera around the scene. However with ...
2
votes
2answers
812 views

How to avoid gimbal lock

I am trying to write code with rotates an object. I implemented it as: Rotation about X-axis is given by the amount of change in y coordinates of a mouse and Rotation about Y-axis is given by the ...
2
votes
2answers
484 views

Camera frustum calculation coming out wrong

I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up ...
0
votes
1answer
92 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 ...
1
vote
1answer
312 views

Tiled map seen from an angle

I have working code to display a tiled map. It's composed of a OrthogonalTiledMapRenderer and an OrthoGraphicCamera : camera.setToOrtho(false, WORLD_WINDOW_SIZE.x, WORLD_WINDOW_SIZE.y); ...
1
vote
2answers
172 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 ...
0
votes
1answer
221 views

How do I create a camera for a strategy game?

How do I make a camera for a strategy game? Think something in the style of Warcraft 3, so you can lower the camera angel and view the world in a somewhat 3D format. Do I need to have some coordinate ...
2
votes
1answer
198 views

Optimising out tiles outside of viewport

I am playing around with the HTML5 canvas and have begun implementing a tile engine. However, it's currently very inefficient: I have a 100x100 2D array and my code loops through the whole thing ...
1
vote
1answer
670 views

Implementing a camera on HTML5 canvas?

I am trying to work out the best way of implementing a camera in my simple 2d game. The way it is structured at the moment is my game objects all have draw functions, which are passed a canvas ...