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

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773 views

Zelda LttP (Super Nintendo) room changes?

I'm trying to make a tile-world adventure game on iOS similar to Zelda Link to the Past on SNES, and one issue I've run into is having my camera move beyond walls revealing the rooms on the other side....
4
votes
1answer
2k views

Obtaining a world point from a screen point with an orthographic projection

I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I ...
4
votes
1answer
387 views

3D Camera Problem

I allow the user to look around the scene by holding down the left mouse button and moving the mouse. The problem that I have is I can be facing one direction, I move the mouse up and the view tilts ...
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0answers
230 views

smoothly recenter view over time

I'm currently using the Google Cardboard SDK for Unity to build a fighter pilot simulator. What I'm currently trying to do is recenter the view(CardboardHead) smoothly over time when the user looks ...
4
votes
2answers
2k views

How to mirror flip animation curves in Unity?

I have a animation that moves my camera from left to right. Now I'd like to copy it with 'mirror' transformation so I can use it to move from right to left. Is it possible to do it using script or ...
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0answers
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OpenGL ES 2.0 Camera advices and general thoughts for a 2D engine [closed]

I'm working on my first 2D OpenGL engine for iOs 5+ using GLKit (that's to say: OpenGL ES 2.0). While I am on a good path and a lot of things are implemented and nicely working, I'd like to share with ...
3
votes
1answer
2k views

Can a 4x4 matrix describe a camera's perspective?

I'm working with a closed-source 3D engine, and it only allows you to set the view projection via a 4x4 matrix. Can this matrix describe the camera's translation, rotation & perspective? I turned ...
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votes
1answer
7k views

3D Ray Casting / Picking

I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point ...
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2answers
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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 ...
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votes
1answer
5k views

How do I create a bounding frustum from a view & projection matrix?

Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes?...
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votes
1answer
696 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 ...
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votes
2answers
1k views

How do I crop a camera's viewport?

I'm making an Android game using LibGDX. I would like to render a cropped version of the camera's viewport. Here's an original camera view (in 3ds max): I can get the same view in LibGDX without ...
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2answers
8k 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
1answer
369 views

Should the camera's rotation value be clamped?

I noticed that when writing a camera for my 2D game that the camera rotational value of -6 and 6 is equivalent to 0. That is, -6 = -12 = -18 = -24 = 6 = 12 = 18 = 24. I was wondering if it was ...
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votes
3answers
870 views

2D XNA game Camera issue

I'm currently making a 2D Worm-clone in XNA, and have regrets about the way I've made my camera. I declare my camera in my Main class and the camera follows the player. In my draw I then begin my ...
3
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1answer
241 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 ...
3
votes
1answer
7k 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. ...
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votes
1answer
1k views

Blender Object Appearing Gray when all Lights are Off

I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out ...
3
votes
2answers
841 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

Implementing camera for 2d side scroller game?

I'm implementing a 2D side scroller for iOS (using C/C++ with OpenGL) (beat'em up style like double dragon/final fight ). My scenes are composed of one cyclical background image ( the end of the ...
3
votes
2answers
230 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 ...
3
votes
2answers
5k 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) : ...
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votes
2answers
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3D camera implementation

I've been bashing my head against the concept of a 'camera' for my 3D world for some time now, and I'm not sure I'm doing this right anymore. Maybe I've been working on this for too long and have ...
3
votes
1answer
153 views

Proper way to draw 1000 billboards that always face the camera

I have up to 1000 visible GameObjects with trivial plane meshes, which are essentially sprites/billboards and which should always face in the relative direction -camera.forward. There are so many ...
3
votes
2answers
129 views

How to set “near” value properly?

Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...
3
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1answer
277 views

Camera Math for Directions

I have a Camera object that has the variables: class Camera : Object { public: float positionX, positionY, positionZ; float directionX, directionY, directionZ; int speed; }...
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1answer
244 views

Is there a standard camera position / orientation?

I've come across a need to position a camera for an arbitrary (unknown) scene. The camera can be updated later, but I thought I'd give it a reasonable default, and the thought crossed my mind that ...
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votes
2answers
2k views

Help me get my 3D camera to look like the ones in RTS

I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my ...
3
votes
3answers
2k views

How to determine what triangle in a mesh the cursor is pointing to?

I have a game I'm working on in which items are "placed" and "selected". In order to do this, I need to determine what triangle in a mesh the cursor is pointing to. I have no trouble with getting ...
3
votes
2answers
2k views

Scrolling 2D sprites on a map with a camera

I'm working on a 2D sprite-based strategy-type game (ok, full disclosure: it's a tower defense game), and I'm having a problem getting the actors to behave correctly when I move the camera. I've got ...
3
votes
1answer
49 views

Camera horizontal shift

I want stretch my game on two monitors. I use Unity 5.3. This version support the multi-display. But, one camera = one monitor. So, have two perspective cameras (at the same position). I search a "...
3
votes
2answers
369 views

How can I implement screen transitions like in the 2D Zelda games?

I want to implement a screen transition in the style of the 2D Legend of Zelda games (like this). That is, I'd the screen to remain static until the player moves to an exit, at which point the next ...
3
votes
2answers
95 views

How to manipulate the two variables that rotate the camera with Input.GetAxis(“Mouse X/Y”)?

A helpful fellow showed me the script for a free look camera mode that rotates with the mouse. The script is included at the bottom of the page. I want to have a system that right clicks once to ...
3
votes
2answers
155 views

Unity Change Sceneview to camera view

On selecting camera, I get the camera preview. In Unity, while editing the scene, I wish to switch in such a perspective view that is exactly visible by the main camera. Is there a short cut to ...
3
votes
1answer
885 views

determining view boundaries based on z position when using a perspective projection

I'm using three.js to make an animation of a box moving around the screen in 3 dimensions. It is moving pseudo-randomly, according to a noise function. So, I want to place an invisible wall just ...
3
votes
1answer
443 views

Fighting Game Camera Positioning in SDL

I'm working on a 2D fighting game (using SDL) much like the original Killer Instinct on SNES. I want the camera to keep both players an equal distance from the left and right sides of the viewport. ...
3
votes
2answers
423 views

How do I efficiently determine what objects are visible to a camera?

I want to call the rendering methods of only the game objects that are visible. How can I efficiently determine which objects or tiles are within the camera's rendered region?
3
votes
1answer
2k views

Second camera record and export to video file (Unity)

I'm making horror quest game for PC on Unity. I'm trying my best to make it kind of unique and trying not to use standard methods like screamers etc. What i want to do badly is camera recording ...
3
votes
1answer
815 views

Panning a 3d viewport in 2d direction with rotated camera

I am using below code to pan the viewport (action script 3 code using flare3d framework) _mainCamera.x-= Input3D.mouseXSpeed; _mainCamera.z+= Input3D.mouseYSpeed; Where as Input3D.mouse[X|Y]Speed ...
3
votes
1answer
341 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 ...
3
votes
2answers
4k 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 ...
3
votes
1answer
8k 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 ...
3
votes
2answers
45 views

Clamping camera forward and backward vector in Unity3D

My perspective camera is rotated on the x axis. I've implemented a zoom with the scroll wheel and it works great. I'm trying to limit the zoom, however. My solution right now is to take the relative ...
3
votes
2answers
94 views

Unintentional slight arm position change

In the scene I have a capsule with a camera parented and a looking script so when I look down or up the weapon slightly moves forward and then moves back when I look straight forward. weapon when I ...
3
votes
1answer
1k views

Phaser / PIXI: World size vs. Stage size

I am using Phaser to build a zoomable / pannable 2D map with the intended functionality being that the home camera position is always in the middle of the World coordinates. I have a problem where my ...
3
votes
1answer
3k 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 ...
3
votes
1answer
882 views

How to smoothly change the target of smooth follow without camera glitch?

I am trying to change the target of the smooth follow at runtime, but there is a glitch in the camera since the targets are different sizes. I tried using lerp and smooth damp both gave the same ...
3
votes
2answers
204 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
433 views

Silverlight scrolling with camera

I'm trying to get my head around scrolling a 2D map that uses a physics engine. If I was to launch a projectile, would I actually be applying the physics to the background images rather than the ...
3
votes
1answer
3k views

Calculating camera frustum planes using existing matrix

I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...