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
256 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: ...
2
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3answers
1k views

How do I move a 2D top-down racing camera smoothly and show what's ahead of the player?

I'm trying to make a camera that follows a race car. Right now, I'm smoothing the camera movement out by moving the camera's position a fixed percentage lerp'ed from the camera's position to the car's ...
2
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1answer
688 views

Rendering skybox in first person shooter

I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. ...
2
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1answer
390 views

Rotate Camera as an Object Manoeuvres

There are loads of questions (all of which I have looked at) on here about cameras following objects. Using them, I have successfully got my camera to follow my car when driving, but I am unable to ...
2
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4answers
404 views

How do I rotate a camera around the Y axis of the object it's looking at? [duplicate]

I'm making a camera that can currently rotate freely from the back to the front of a target object by giving it an angle and a distance. I do the above with the following code directionVector = ...
2
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2answers
3k 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) : ...
2
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1answer
569 views

Camera movement using WASD on x/z plane only

I've been wearing my enter key down on google searches - I have a camera script based on the MouseOrbit.js asset. That's all working fine, but in addition to the basic orbiting and the zooming that ...
2
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1answer
181 views

Difference between rotation methods?

My question is in about rotate methods in android.graphics.Camera. In Docs, I saw these comments: public void rotateX (float deg) Since: API Level 1 Applies a rotation transform around the X ...
2
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2answers
1k 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. ...
2
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1answer
564 views

Smooth Camera Rotation around 90 degrees

I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So ...
2
votes
2answers
2k views

Why isn't my mouse input working as expected in a DX10 game?

I've made myself a camera for a DirectX 10 game, and the keyboard control works fine. However, I can't see to get the mouse to work. My biggest problem is I can't find out how to hide the mouse on the ...
2
votes
1answer
560 views

Why are my 2D positions “off” after adding a camera transformation in XNA?

My game's source is on github. I am following this tutorial to create a 2D camera. After I adding the transformation to the SpriteBatch, all of my positions seem to be "off" when I move the ship (and ...
2
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2answers
3k views

Camera field of view: 3D projections & trigonometry

Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view ...
2
votes
1answer
41 views

Viewport and Camera setting

For my first game in LibGDX and Android I got a Problem: I have a background picture which is 2560px * 720px. The screen is 1280 * 720. How do I have to set the viewport and camera in order to get ...
2
votes
2answers
152 views

Make camera follow and rotate with player without childing it

I want to have a camera, that follow the player, without childing it to the player object. So far I have this one line, that follows the player, but does not rotate with it (meaning the camera should ...
2
votes
1answer
54 views

DirectX is the camera a point or a plane?

I've built an application in SlimDX using an orbit camera. Currently I treat the position of the camera as a singular point in space. I've noticed my projections from 3D space to 2d space are off by ...
2
votes
2answers
118 views

How do I keep my orbiting camera upright?

I am working on code that rotates the camera around a point on the in-game map when dragging the mouse. I understand how to lock it so it stays above the map surface. However, if I keep rotating the ...
2
votes
1answer
862 views

How to output to the Oculus and a 2D screen?

We'd like to present an Oculus game to a large group of people. Not everyone will have an Oculus headset, so we'd like to output to both the Oculus and a second display. The problem is that the ...
2
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1answer
176 views

How can I implement a camera like the one in RotMG?

RotMG, an MMO top-down shooter, takes on a unique 2d-3d style, and has an intriguing camera; The game is obviously 3d, not simply isometric, and if you play the game and turn on camera rotation you ...
2
votes
2answers
501 views

Vertical Camera Movement in a 2D Platformer

I would like to ask about how vertical camera movement should be handled in a platformer in which the player changes his Y position frequently. For the past two days I've tried to adjust the camera ...
2
votes
1answer
413 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 ...
2
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1answer
1k 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
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1answer
1k views

Zoom In/Out Camera To Show Whole World

I am developing side scrolling game using AndEngine, and looking for additional camera control. I would like to view the whole level and then zoom/pan the camera to the left corner of the scene. ...
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4answers
5k 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
799 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 ...
2
votes
1answer
504 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 ...
2
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1answer
6k 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 ...
2
votes
2answers
1k views

Why is my quaternion camera rotating around strange axes?

I can't get it to work for the life of me. Its rotating the camera in the global coordinate system, or some other random coordinate system, not the camera local coordinate system. WASDEC work ...
2
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1answer
323 views

Does PushButton Game Engine have the notion of a Camera?

I am playing around a bit with the PushButton Engine for game development in Flash and have come across a need for a Camera like the Camera that follows Mario in Mario Games. Flashpunk has a nice ...
2
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2answers
196 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
votes
4answers
349 views

Smooth Camera Follow

I am using a fixed static background. I have a gameobject(Current ref. image) which is moving with the help of waypoints. I have made camera to follow the Current. The camera is stuttering while ...
2
votes
1answer
44 views

How to calculate if a point is contained in rectangular camera viewport with rotation?

I am working with my camera, and am trying to improve it so that I can calculate if a world point is on screen, taking rotation into account. Currently, my camera rectangle is calculated as so: ...
2
votes
1answer
432 views

LibGDX camera position shifted on movement

I'm programming a game with LibGDX and Box2D and I want my camera to follow my player. But as I zoom in (because Box2Ds metric system, using camera.zoom = x) the camera is shifted when the player ...
2
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1answer
541 views

Three.js camera turning leftside right

In Three.js I am trying to implement an orbiting camera can be rotated around the x and the y axis. I am using these two functions: function rotateX(rot) { var x = camera.position.x, ...
2
votes
1answer
138 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
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 ...
2
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1answer
148 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
509 views

Processing - implement a first person camera?

First off, I'm sorry if there are duplicates of this. I did an extensive Google search but was unable to find anything that made sense to me. (I am new to 3D rendering and such.) I want to make a ...
2
votes
1answer
478 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
275 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
512 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
208 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
793 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
1answer
101 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
957 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
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1answer
348 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
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1answer
359 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
581 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
270 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
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0answers
44 views

equirectangular panorama rendering?

I want to render my scenes as equirectangular panorama frames. I can get the angular fisheye which is what I actually need by applying the rendered frame as a texture to a correctly UV mapped circle. ...