The viewpoint from which the game world is observed from.
1
vote
1answer
649 views
FlxSprite ignore camera follow in flixel
I am using flixel v2.5 and am using FlxG.camera.follow to get the camera to follow the player. I have a background FlxSprite that I don't want to move with the camera. Is there a way I can set this ...
1
vote
1answer
140 views
Looking for online resources to understand game camera properties
What are some good online resources to understand game camera properties, such as fov, aspect-ratio and more?
2
votes
1answer
456 views
Positions are “off” after adding a camera transformation (2d)
Game source code: https://github.com/dnguyen/Aurora
I am using this to create a 2D camera: http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/. After I added the transformation ...
5
votes
2answers
453 views
Recommended 3D camera settings and model sizes for an FPS
I'm making a simple FPS and I can't decide on the size of my models and my camera settings. Could someone please recommend a good combination of:
camera field of view
near and far planes
model ...
4
votes
4answers
922 views
From camera coordinates to world coordinates
I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work.
From world to camera is clear:
cameraPosition = ...
2
votes
1answer
296 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
votes
1answer
365 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
226 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 ...
3
votes
2answers
383 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 ...
8
votes
4answers
1k views
Camera Control Techniques in Games
I am an MPhil student in Computing Science working on the problem of camera control in graphics. Though the literature of camera control dates back to the end of 1980s, the majority of them (up to my ...
3
votes
3answers
748 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 ...
6
votes
4answers
844 views
Equation for bouncing graph?
I basically want my camera in 3D move automatically. Currently, I have linear movement which is rather dumb, so I'd like to do a bouncing movement.
However, what is a good equation for bouncing? I ...
3
votes
2answers
1k 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 ...
9
votes
2answers
6k views
converting a mouse click to a ray
I have a perspective projection. When the user clicks on the screen, I want to compute the ray between the near and far planes that projects from the mouse point, so I can do some ray intersection ...
4
votes
1answer
308 views
Handling cameras in a large scale game engine
What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it?
The methods I can think of are:
Binding cameras straight to the ...
3
votes
2answers
294 views
How do I get started with fog type effects in a first person game?
Hey guys, I'm currently using JME3 to learn 3d game development in java, and I have run into a situation. I would like to add fog effects to my games, but I don't even know where to start to implement ...
2
votes
1answer
494 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.
...
4
votes
1answer
661 views
Improving first person camera and implementing third person camera
I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view.
My current setup:
draw()::
glPushMatrix();
...
3
votes
2answers
1k 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 ...
29
votes
1answer
3k views
Mouse aim in an FPS
I would like to make a First Person Shooter and move the camera with the mouse. The problem is that when the cursor reaches the limits of the screen, the camera won't turn anymore. How can I keep the ...
3
votes
1answer
2k 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 ...
1
vote
2answers
562 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 ...
2
votes
1answer
841 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 ...
5
votes
3answers
3k views
Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?
I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a ...
3
votes
1answer
4k 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 ...
4
votes
1answer
367 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 ...
19
votes
2answers
1k views
Mega Man-style screen scrolling design
The NES classic Mega Man series uses a very specific scrolling technique that I'm having a hard time wrapping my head around implementing. Essentially, the level is divided into "screens" which are ...
5
votes
3answers
668 views
What does it mean to “strafe” the camera?
I'm looking at a tutorial in which both the terms camera moving and "strafing" are used. I looked onto dictionary.com and found:
strafe
verb (used with object)
1. to attack (ground troops or ...
2
votes
2answers
149 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 ...
3
votes
2answers
1k views
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
3answers
723 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
3answers
4k views
Camera Rotation using angles
I currently try to rotate a camera (using gluLookAt()) around a point , i successfully do it for rotating around one global axis.
But when i want to use more than one axis , I'm stuck . I've ...
6
votes
2answers
414 views
Size of the world and clipping area
I have a 32x32x32 cube (I say 32 because that's the size of the texture).
I can make the vertices of this cube go from (0,0,0) to (32,32,32). This mean the camera will be moving += 1 when ever a key ...
4
votes
1answer
804 views
FPS Camera Look Direction
I'm using XNA to create an FPS camera that uses a Direction vector instead of a Target vector control the camera's orientation.
I'm having trouble with the math for looking up and down when the ...
2
votes
2answers
2k 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 ...
3
votes
2answers
1k 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 ...
27
votes
5answers
3k views
Realistic Camera/Screen Shake from Explosion
I'd like to shake the camera around a bit during an explosion, and I've tried a few different functions for rocking it around, and nothing seems to really give that 'wow, what a bang!' type feeling ...