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

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1answer
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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 ...
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3answers
3k views

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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0answers
167 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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1answer
72 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. ...
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2answers
1k 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
445 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 ...
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1answer
249 views

Free Look Camera Like Arma 2 while pressing ALT [closed]

I'm trying to create a simple script that give me the possibility to rotate the camera while pressing a key. So, in a pseudo-code way, how I can intercept the Input event and limit the player's ...
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2answers
1k views

LibGDX keep camera within bounds of TiledMap

I have a simple TiledMap which I can render fine. I have a player hopping (with Box2D) around and my camera follows the player around: cam.position.set( player.position().x * Game.PPM + ...
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2answers
70 views

Why does my side-scroller character move in the wrong direction?

I'm trying to understand why my rectangle moves in the opposite direction I want it to. I have a float for translation: glTranslatef(translate_x, 0, 0); if ...
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2answers
1k 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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2answers
112 views

Player's camera, how to obtain smooth movement

In a 2D platformer, I have a player that can move both horizontally and vertically. I also have a camera that moves in relation to player. In every update I do this: public void RepositionCamera() ...
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1answer
117 views

Incomplete mesh using DrawIndexedPrimitives after rotating mesh

Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA ...
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1answer
606 views

Unity 2D camera drifts from player as speed increases

I have a dilemma that I did not have in XNA before porting my game to Unity. First-- my goal is to mimic Super Mario World 2's camera tracking in x. The camera tracks to 1 block ahead of the player, ...
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5answers
419 views

What is this type of camera called?

I am trying to find a name like "perspective view" of how a camera like this is called: It is 2d and 3d at the same time. I'm having a hard time trying to find the name.
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2answers
939 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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1answer
146 views

Camera rotation around point, but without centering

Let's say i have the following: Point somewhere in space Camera with position and orientation (up, right, forward) I want to rotate camera around the point, but also keep this point in same place ...
2
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1answer
1k 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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0answers
138 views

Shifting the camera and setting a new scene when using Box2D

My jsFiddle: // START -- MOVE CAMERA var p = new b2Vec2(); p = (ball.body.GetWorldCenter().x) * physics.scale; pos.push(p); var length = pos.length; var s = (pos[length - 1] - pos[length - 2]); //in ...
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1answer
243 views

OpenGL rendering looks squeezed

I am rendering bunch of cubes of unit size, but for some reason they look like they are squeezed a bit in the screen-space y axis. Why is this? My projection matrix: Projection = ...
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1answer
132 views

Camera roll has no effect

Consider my following (abstracted) C# w/ SharpDX code: class Game { Camera _camera = new Camera(); private void Window_KeyDown(object sender, KeyEventArgs e) { // Roll if ...
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2answers
304 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?
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1answer
267 views

How do I fix my planet-facing camera?

Summary I'm having trouble implementing a camera controller suitable for first person use around a planet. The camera needs to be oriented correctly according to gravity (vector from camera ...
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1answer
177 views

3D model editor manipulators

I'm trying to make my own 3D model editor to better learn 3D programming. I have my translate manipulators and I'm trying to calculate the Vector2 that the mouse would have to move in order to move an ...
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2answers
203 views

FPS camera specification

I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the ...
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2answers
108 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 ...
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1answer
203 views

Strange quaternion camera streching in WebGL

So after a lot of researching about quaternions I almost got the quaternion camera working. Almost, cause it rotates in a proper way only in a vertical axis. Other rotations stretches and deforms the ...
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1answer
2k views

3D Camera Rotation

Please, forgive me, but I need help and I've been stuck on this for a few weeks now, I'm making no progress and everywhere I go and I see a different answer, everything I try doesn't work. I've had ...
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0answers
136 views

3D Camera Y-Axis wrong angle

I am trying to build a camera class, though I am running into a problem. When I move the camera above/below, and try to move towards the ground, I am moved off in what seems to be about 45 degrees in ...
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1answer
69 views

How to realize a camera that is following the player [duplicate]

I want to create a simple space game, like Asteroids. Unlike Asteroids, the map is supposed to be larger than what the player can see: The grey part is what the player can see in the game window, to ...
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3answers
550 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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0answers
69 views

Texture visualization problem on camera movement (xna)

I'm trying to move a camera over a model that is used as the floor of the game. When I move the camera, the texture of the model is not showing correctly (video of the problem: ...
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1answer
517 views

First person camera world matrix issue (in THREE.js and webGL)

I'm trying to create a Portal-like effect in webGL using THREE.js. I have two scenes connected by a pair of portals. The view of the 2nd scene in rendered inside the 1st portal using stencils and ...
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2answers
784 views

How do I determine the look-at vector of a free-look camera?

I'm trying to create a free-look camera with DirectX 10. I've figured out how to get the directions for forward and back and left to right. However, I don't know how to rotate the look-at vector of ...
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1answer
335 views

What are the types of 3rd-person camera called?

I'm struggling with the terminology surrounding different types of 3rd person camera. What are the common 3rd-person camera types called? What are some notable examples of their use? Here's what I ...
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1answer
162 views

Homeworld style orbital camera concept [closed]

So I spent some time thinking of how I'm going to make a camera similar to what's used in Homeworld (a 3D space RTS, in which your camera can be rotated around your units to look at them from any ...
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1answer
1k views

How to get plane rotation by known normal vector

I have a FPP quaternion Camera and Plane with known normal vector. I want to find the orientation of this Plane so I can replace it to the Camera orientation to put the camera forward vector to a ...
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1answer
62 views

Why does my camera break mouse position targeting? [duplicate]

I made a short video of this. Basically, when the screen scrolls with the camera, the character begins firing at the incorrect mouse position. You can see where I am clicking the whole time. As we ...
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1answer
307 views

How do I ensure that my 2D side-scroller camera stays within the world bounds?

I have tried implementing a basic 2D sidescroller camera in XNA, but I don't want it to be able to scroll past the edges of my tile map! I tried to fix it, but when I get the left side working, the ...
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1answer
2k views

How to clamp player movement correctly?

I have a 2D space shooter game. I looked up some questions from unity community and came across this solution. Below is the code for my player's movement: //horizontal <- || -horizontal -> ...
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1answer
340 views

What are the correct angles in the Top-down perspective?

In the following picture it says that in the Top-down perspective the angles are 90°, but if it would be 90° then you shouldn't see the front of the building and the roof at the same time... So what ...
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1answer
208 views

Is there a benefit to applying forces to my camera?

I have implemented a camera system and a rudimentary physics system. I now have a decision to make regarding steering the camera: Option 1 - Update the camera movement directly. eg. position (0, 0, ...
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2answers
114 views

Camera movement bug

In my game, the player's movement script and the camera's movement script are separate. Both of them use "W", "A", "S", and "D" to move. The camera can also use "Q" and "E" to rotate around the ...
0
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1answer
1k views

How do I move the camera in 2D LWJGL openGL?

I am making a top-down rpg game with the LWJGL but I can't figure out how to make the camera follow the player. I've tryed using GLU.gluLookAt() but it seems to be designed for 3D and when I try it ...
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1answer
333 views

moving first person camera with the mouse on right click

I am new to game development and I am trying to get the game input working. I have successfully got all the movement keys for walking/running/looking around working; however, I am having a terrible ...
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1answer
175 views

Draw character silhouette when not visible

I have a mesh representing my character. I want to give it a partially transparent greyish silhouette when other objects are blocking it from view of the camera. I'm using Ogre3D, and GLSL as a ...
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1answer
119 views

Why does everything appear backwards when using orthographic projection?

I may not be calculating my orthographic projection matrix properly. What can I do to ensure that my scene renders correctly when using orthographic projection? The rendering order appears to be ...
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1answer
74 views

Camera Aligned To Sphere Surface

I am writing a planet renderer and have come across a problem that is really limiting the usability of the program. When I am on the planet (anywhere but the north pole) I cannot rotate the camera to ...
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1answer
176 views

Live capturing from Unity-like application

I need such thing for non-game application: A city-like 3D scene, containing a few people. People walk, run, stand, ... May be cars also. Around the scene some cameras are located. And I need them ...
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1answer
67 views

How are scripted camera usually managed?

I noticed that many open games (think platformers, adventure, action...) have very complex cameras that appear to mix both automatic placement most of the time, and sort of pre-placed camera ...
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1answer
632 views

XNA 2D Camera, zoom into player

My 2D camera follows the character fine without any zooming. However, when I tried adding a zoom feature using the Matrix.CreateScale(), the camera no longer follows the character properly. public ...