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

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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 ...
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1answer
886 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
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1answer
555 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 ...
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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
324 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
204 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
32 views

DX11 Camera not working properly

I'm currently trying to implement a ArcBall Camera which should fly around a given XMFLOAT3 position stored in a cb with a spezified distance to the position. I used the code from Allen Sherrod for ...
2
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1answer
26 views

Unity - How to match camera bounds to width

While stretching camera bounds, changing width adds black offset while changing height stretches image. How can I achieve opposite behavior and match the bounds to the width instead of height ?
2
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1answer
302 views

How to avoid gimbal lock in Unreal Engine (c++)?

I created an orbit camera (sometimes called turntable camera; similar to the one with the "use UE3 orbit controls" setting in a static mesh view). I attached the camera to a USpringArmComponent with ...
2
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1answer
60 views

Recap on how a camera works in 3d Space?

This may be marked as a duplicate, but I have been trouble thinking about a camera. I understand that there is a "camera transform," or view matrix. However, this is multiplied with every vertex in ...
2
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1answer
112 views

How to keep the camera view to within room dimensions

me = self; view_yview[0] += ( me.y-(view_hview[0]/2) - view_yview[0]) * 0.1; view_xview[0] += ( me.x-(view_wview[0]/2) - view_xview[0]) * 0.3; This is the code I use to smooth camera ...
2
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1answer
52 views

OpenGL pitching problem

I've been trying to implement several camera movements for my application. So far yawing, rolling, strafing, walking has been working properly, but I can't get my pitching to work properly. If I ...
2
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1answer
216 views

Keeping an object constrained to a 2d radius based off of the camera

A few weeks back I posted a question about keeping an object on the screen. What I would like to do now is clamping an object around a 2d radius based on the camera. I'm need this for a reticule ...
2
votes
2answers
145 views

preventing a camera from getting stuck inside a mesh in Unity

I've a 3rd person camera similar to Mario64. Currently, I'm working on preventing the camera from getting stuck inside a mesh. The goal is to move the camera overhead. This much trickier than I'd ...
2
votes
1answer
101 views

Limiting x and y movement so you can't go off camera

So I want to make an on rails shooter like that of Star-Fox in the Unity engine. What I would like to do is limit the ship from moving off the screen. You move along the X and Y axis so i wont have to ...
2
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1answer
398 views

How to implement view bobbing?

I'm developing a First-Person shooter game. Everything is just fine but I've a little problem with my camera moving. My FPS camera is moving smoothly! But the camera should move like a human is ...
2
votes
1answer
310 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. ...
2
votes
1answer
173 views

Unity5 - A Shader to blur far plane edges?

I need some help. In my Unity5 game I'm using two cameras, First camera renders the actual terrain and game objects (wich has a far plane of a 1000 units) and the Second camera renders a 3d skybox of ...
2
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1answer
112 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
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1answer
875 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
682 views

How to implement camera pan like in Maya?

I am trying to implement camera pan like the one in Maya. I've got it almost working. The problem is that the mouse cursor is moving faster than the 3d mesh (in fact I am moving the camera but I ...
2
votes
1answer
1k 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
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1answer
191 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
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1answer
2k 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
216 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
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1answer
1k 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
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3answers
357 views

Camera movement and threshold not working

I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if ...
2
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1answer
605 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
3answers
748 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
219 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", camera....
2
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2answers
962 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
103 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
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1answer
1k 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
364 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
400 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
644 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
274 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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1answer
17 views

Unity VR: How to draw camera on top of VRSettings.showDeviceView mirroring

We're using VRSettings.showDeviceView = true to mirror the VR display to the main window. We also have a camera that we'd like to draw over top of the main window's mirrored VR image. This other ...
2
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0answers
47 views

Directional, Smooth scaling

I am fairly new to game maker, and I am trying to create a directional smooth scaling camera. Think Civilization 5's camera, when you zoom the camera, it zooms in towards the mouse, keeping the in-...
2
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1answer
63 views

Camera view/projection issue

I made a simple OpenGL program but I can figure out why the camera is not working, here it's a little fragment of the Camera class: public Matrix4f getView() { // initializes the view matrix ...
2
votes
2answers
87 views

Camera movement in unity engine

I have a basic camera setup which is angled like so: x: 30 y: 0 z: 0 Projection: Orthographic And i attached a C# component to it and made it so the camera moves with a right click and drag ...
2
votes
1answer
148 views

How to fix my camera collision, C# XNA

I am having some weird issues with my camera. I am trying to make it so it is a first person camera, that when the user presses the W or Up key, it moves towards where the camera is looking. My issue ...
2
votes
0answers
62 views

3D Zoom To Mouse Cursor accounting for Change in Camera Pitch

Overview: Simply put, I'm trying to make a zoom to cursor algorithm. This would normally be very simple, but the implementation of the camera is making it difficult. As the camera zooms in and out, ...
2
votes
1answer
60 views

Isometric Mouse Camera Panning

I am building an isometric game environemnt and i want to be able to pan the camera around the map by holding the right mouse button, can someone talk me through the logic for this please, i have made ...
2
votes
1answer
226 views

How to disable camera moves (mouse drag) in an Unreal Engine editor plugin?

I tried to override FEdMode: virtual bool DisallowMouseDeltaTracking() const override { UE_LOG(LogTemp, Warning, TEXT("do not allow mouse delta tracking!")); return true; // I also tried to ...
2
votes
0answers
102 views

Rotate perspective camera to align screen width to procedural object's width (Unity, C#)

I give up. After much trying and searching, I have to say I was unable to achieve the following task, for which I must call for your wise advice. In my current Unity 5 application (using C#), there ...
2
votes
1answer
672 views

In UE4, how do I turn my character's body together with the camera?

I made a simple punch animation in Blender and exported it into Unreal Engine 4. In-game, the character appeared from a 3rd-person perspective, but I made it look like first-person by adjusting the ...
2
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1answer
135 views

What can cause shadow slicing while moving camera?

Can't explain better than with video: https://youtu.be/4nIMIL6w-0M The effect I'm trying to achive is a simple fog of war. See, I have a point light casting shadows on a plane. The plane has a ...
2
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3answers
1k views

Camera.WorldToScreenPoint not working with perspective

transform.position = Camera.main.WorldToScreenPoint( new Vector3( origin.position.x, origin.position.y, origin.position.z ) ); I have this code on a Unity 4.6 UI object. The origin is some transform ...
2
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0answers
100 views

How would I warp a mesh with code?

I recently asked a question about putting a camera at the head of a 3D human model here and it worked out rather well and whatnot, but there is still a problem that bothers me: How would I contort/...