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

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1answer
284 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 ...
2
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1answer
558 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 ...
0
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1answer
122 views

Connect camera class to game

I've been following a tutorial on making a free camera for a 3D model. What the camera class does is allow the player to move and rotate in respects to the model's current position using the right ...
0
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1answer
444 views

Why does my 3D model not translate the way I expect? [closed]

In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears ...
2
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2answers
480 views

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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2answers
230 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 ...
4
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2answers
225 views

Render a 3D scene in multiple windows - extended panoramic view

Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in ...
8
votes
3answers
2k views

Why the clip space in OpenGL has 4 dimensions?

I will use this as a generic reference, but the more i browser online docs and books, the less i understand about this. const float vertexPositions[] = { 0.75f, 0.75f, 0.0f, 1.0f, 0.75f, ...
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1answer
282 views

3d world vertex translation to go to 2d screen coords

My technical english is a little rusty so to avoid misunderstands please be patient with me :) I will try to be brief and clear Situation: - I have a 2d sprite character on the screen - I've just ...
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2answers
210 views

Determining my playable area/field of view

Contrary to what I found searching for the answer, I'm not trying to see whether a character is in view of another character. What I need to find out is the size of the field of view. This is because ...
2
votes
1answer
403 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 ...
3
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0answers
188 views

Web sites with famous game information? [closed]

Is there any website containing informations related with some famous game? For information I mean how to calculate damage in a rpg for example, or how they've set camera and other tips like this! ...
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0answers
148 views

reflection plane 3d

Hey there I'm trying to create a plane that can have a texture on it and reflect the 3d elements around it. for example a plane with a laminate floor texture and above it a cube rotating. I want the ...
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1answer
552 views

Shaky Camera Effect 2D

The camera in my game engine can be modified by following a rectangle properties, that can be scaled, moved and even rotated. I need this effect for the shaking of the screen when a zombie attacks a ...
0
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1answer
249 views

Java Slick2d - Mouse picking how to take into account camera

When I move it it obviously changes the viewport so my mouse picking is off. My camera is just a float x and y and I use g.translate(-cam.cameraX+400, -cam.cameraY+300); to translate the graphics. I ...
1
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1answer
428 views

xna orbit camera troubles

I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) ...
0
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1answer
981 views

as3 3D camera lookat

I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x ...
2
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1answer
503 views

Why use 3d matrix and camera in 2D world for 2d geometric figures?

I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they ...
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1answer
180 views

Camera not working

I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I ...
2
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1answer
1k views

Panning with the OpenGL Camera / View Matrix

I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm ...
4
votes
1answer
519 views

Issues implementing arcball viewer

My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm ...
0
votes
3answers
220 views

Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need ...
3
votes
2answers
4k 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
2answers
2k views

Viewport / Camera Calculation in 2D Game

we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport ...
7
votes
3answers
2k views

How to keep my Quaternion-using FPS camera from tilting and messing up?

I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
3
votes
1answer
540 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
3k views

Calculating up-vector to avoid gimbal lock using euler angles

I wish to orbit a camera around a sphere, yet the problem is that when the camera rotates so that it is at the north pole (and pointing down) or the south pole (and pointing up) of the sphere the ...
2
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2answers
226 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
votes
1answer
2k 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 ...
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2answers
367 views

Frustum Culling/Only rendering what's viewed by the Camera in HTML5 Canvas?

I coded up a simple 2D Camera for my HTML5 Canvas-Based Game Engine but I noticed the performance wasn't very good. So a lot of people suggested only rendering things that are shown by the camera but ...
4
votes
1answer
1k views

Orthographic Camera Zooming

In XNA I am using a spritebatch to render a board. I have created a camera class which can provide me a view and projection matrix. Currently I am supplying the view matrix to my sprite batch when I ...
2
votes
2answers
874 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 ...
3
votes
2answers
171 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
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2answers
1k views

How to fix issue with my 3D first person camera? [closed]

My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the ...
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votes
1answer
438 views

First person camera is somehow “magically” expanding

I'm making a first-person game, and I've gotten the camera done (modified version of Lloyd Goodall's code), but whenever I scale an object, it doesn't appear bigger, but the speed of movement seems to ...
1
vote
0answers
642 views

How to turn a 3d camera (in HTML5 2D Canvas)

A few years back I started experimenting with 3d in canvas. Everything went pretty well untill I had to to turn the camera, I couldn't get it done. A few days back I just happened to stumble upon ...
3
votes
1answer
254 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 ...
2
votes
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. ...
6
votes
2answers
2k views

What would be a good game making engine supporting Vector images?

I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar ...
5
votes
2answers
2k views

Keeping the camera from going through walls in a first person game in Unity?

I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera ...
-1
votes
1answer
373 views

Camera rotation not working right?

I'm new to game programming but I've read a lot of tutorials. I was just trying to make my own camera class but instead of the scene rotating around the camera, the camera stays stationary while ...
2
votes
1answer
755 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 ...
1
vote
0answers
146 views

Issues with Spherical Coords and gluLookAt

I am currently developing a game set in a planet(A sphere), in which my camera mostly works though some issues arise from this method: ...
1
vote
1answer
156 views

Averaging Camera Position

I'm making a camera which tracks the player. I am using a basic algorithm to calculate a position for the camera relative to the player. Then I am taking an average of this over the last x number of ...
0
votes
1answer
229 views

World Location issues with camera and particle

I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I ...
0
votes
1answer
755 views

Camera Rotation (for mouse look) with LookAt does not work as expected (Local/Global)

My code for rotating my 3D fps camera isn't working as expected. I expect that the X-axis does rotate with the Y-axis, but it ain't so. I made some pictures to explain it better, I think its doing ...
3
votes
1answer
3k 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 ...
0
votes
2answers
1k views

Unity3D 3.5 pro - Moving the camera vs setting draw distance

I move the camera mostly via right-click + WASD, sometimes with [shift] if I want it to move faster. Occasionally, instead of moving my camera, it alters the draw distance / FOV / some visual aspect ...
2
votes
1answer
3k 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
1answer
767 views

2D Camera Acceleration/Lag

I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im ...