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

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2
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2answers
190 views

Can't figure get the conversion from cartesian to spherical(“polar”) correctly for my orbiting camera

The two angles from the polar coordinate system are defined as hRotation and vRotation This is how they are converted from polar to cartesian: // Get the distance between the object and the ...
2
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1answer
166 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 ...
2
votes
1answer
65 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 ...
2
votes
1answer
146 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 ...
2
votes
1answer
70 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 ...
2
votes
1answer
346 views

How to crop camera's viewport?

I'm making an Android game using LibGDX. I want to do something hard to explain but I'll try nonetheless. Look at this camera view (it's from 3ds max): I can get same exact view in LibGDX without ...
2
votes
1answer
283 views

Project collision shapes to plane for 2.5D collision detection

I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is ...
2
votes
1answer
165 views

First Person Camera strafing at angle

I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when ...
2
votes
2answers
238 views

Player jitter when positioned at large coordinate values

I am trying to make a simple top down scrolling shooter using Unity3D comprising of the following elements: 1) Top down orthographic camera: points at 65 degrees towards the ground. At a height of ...
2
votes
1answer
179 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", ...
2
votes
2answers
570 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 ...
2
votes
4answers
3k views

2D camera perspective projection from 3D coordinates — HOW?

I am developing a camera for a 2D game with a top-down view that has depth. It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their ...
2
votes
1answer
100 views

Camera closes in on the fixed point

I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read (0, 0, 0)), both vertical and horizontal. This is what I've come up with: camera.Eye = ...
2
votes
1answer
810 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 ...
2
votes
1answer
321 views

Draw Bug 2D player Camera

EDIT *Along with the Palindromes helpful response, I found that my bug was because I was calculating the camera coordinates in terms of tiles instead of pixels which caused the irregular motion.* I ...
2
votes
1answer
304 views

delay camera xna

I read this tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Camera_delay.php but i didnot unsterstand it. Is there another way to delay the camera position movement without this ...
2
votes
1answer
489 views

Calculating camera zoom value (top-down)

I need some help in 'camera maths'. I have a birds eye view of two characters. One character is static and the other can move. I would like the camera to always show both characters in full and, in ...
2
votes
1answer
261 views

Why doesn't the y Axis work with SuperBible frame reference or GluLookAt

I'm currently trying to understand how to use the GLFrame Class in the superbible book, and acording to the 4th edition of the book, the camera matrix derived from the Frame of reference class should ...
2
votes
0answers
63 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 ...
2
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0answers
699 views

Arcball 3D camera

I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up ...
2
votes
1answer
723 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
0answers
222 views

Camera - View matrix in Android + openGLES 2

I am trying to use the touch screen on the tablet to control my camera movements and generate the view matrix accordingly. I get the x and y coordinates of the screen and after doing some sanity ...
2
votes
0answers
52 views

resizing directx control so that more of my object's environment is visible [closed]

I'm very new in 3D. I have a DirectX control which I want to be able to resize. A 3D object is shown in the control. On resize, I would like that object to stay the same size, only more of its ...
2
votes
0answers
581 views

libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop ...
2
votes
1answer
387 views

C# 2D Camera Max Zoom

I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue ...
2
votes
1answer
1k views

2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to ...
2
votes
2answers
961 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 ...
2
votes
0answers
1k views

AndEngine Making Chase Camera Follow Player

I am playing around with the AndEngine Race Game example. I am trying to make the camera follow the car as the player moves around. The Tile Map is larger than the player's screen but the camera ...
2
votes
1answer
1k views

Steady zoom on center in LWJGL (Modelview)

I am having a problem in LWJGL with zooming in and out. I am using glScaled(zoom, zoom, 1) before glTranslated. There are 2 problems: 1. The rate of zoom speeds up a lot when zooming out (lower zoom ...
1
vote
5answers
346 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.
1
vote
2answers
637 views

How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...
1
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2answers
518 views

OpenGL Camera causes spatial distortion

I'm trying to implement a 3D camera of the "Orbit around the origin" variety in a game engine I'm developing in order to learn about 3D graphics and game programming. I have a basic handle on the ...
1
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1answer
563 views

XNA 3rd Person Camera - pitch reverses when facing backwards?

I have a 3rd person camera which rotates around the Y axis fine (yaw) and when I am facing forward (0, 0, -1) moving the mouse up moves the camera up and down great. But the more I turn the player and ...
1
vote
1answer
227 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 + ...
1
vote
1answer
180 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 ...
1
vote
1answer
329 views

What is difference between AndEngine's three Cameras

I am new to game development. After observing some AndEngine code snippets, I am trying to figure out which camera would be best suitable for my 2D game. Either it's BoundCamera, SmoothCamera or ...
1
vote
1answer
152 views

Augmented reality on Mobile platform - iOS

Is there a way that we can control the iOS device camera to an extent what colors it sees, what shapes it sees ? etc I'm speaking about the ability to read information before the image is captured. ...
1
vote
1answer
909 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 ...
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vote
2answers
241 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 ...
1
vote
2answers
173 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 = ...
1
vote
1answer
170 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 ...
1
vote
1answer
159 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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vote
1answer
90 views

Drawing chunks, and positioning the camera

I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and ...
1
vote
1answer
335 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 ...
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vote
1answer
215 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 ...
1
vote
1answer
306 views

Fixed texture size (Pixel) libgdx, java

If I resize the window (e.g. fullscreen) the texture size also changes! I want that behaviour: If I change to fullscreen you will see more of the game world. The size (Pixel) of the texture stay the ...
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1answer
1k views

OpenGL relative 2D camera

Some days ago, I've felt a need to add a camera to my game, it's a puzzle. That would let me move the board, zoom in and etc. This gave me control to do boards muuuch larger, soon, more complex ...
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vote
1answer
411 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 ...
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vote
1answer
91 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 ...
1
vote
1answer
230 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 ...