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

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1answer
347 views

How to automatically render all opaque meshes with a specific shader?

I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some ...
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2answers
293 views

Rotate around the centre of the screen

I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating ...
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3answers
59 views

2D Camera doesn't work when I have split my code into DrawableComponents

I have the following camera written: public class Camera { public Vector2 Position; Viewport Viewport; public Matrix Transformation { get { return ...
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1answer
607 views

How to set orthgraphic matrix for a 2d camera with zooming?

I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support ...
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1answer
117 views

3D Camera raytracing (PSM SDK) [duplicate]

I am currently creating a 3D Camera on the Playstation Mobile SDK (which is basically openGL with just a little bit of abstraction). The game I am trying to make is a 3D Tactical. That means my world ...
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1answer
309 views

Weapon as camera's child, rotation messed up

I put my weapon as a camera child, it works, but when i rotate my player it seems the weapon rotate a little too. I'll attach some images so you can see it. As you can see, when i look up i ...
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1answer
126 views

Optimize maximum performance “Frustum.contain ()” on XNA?

I wonder if it is possible to optimize the performance of "BoundingFrustum" requesting return of the visible elements that are found only on the part of the ground before the player .. Checker and not ...
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1answer
484 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 ...
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1answer
317 views

Tiled map seen from an angle

I have working code to display a tiled map. It's composed of a OrthogonalTiledMapRenderer and an OrthoGraphicCamera : camera.setToOrtho(false, WORLD_WINDOW_SIZE.x, WORLD_WINDOW_SIZE.y); ...
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1answer
619 views

XNA - moving the 3rd person camera

I'm having following problem: Can't set my camera to follow object from behind and rotate when I use left/right arrow. I've tried different tutorial and examples but it still doesn't work for me. ...
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1answer
410 views

OpenGL ModelView matrix

Hello I am trying to understand matrix operations behind OpenGL and I have some questions. 1- When we first create a simple window using glut and opengl, we use such a command below to draw a simple ...
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1answer
89 views

XNA 3D coordinates seem off

I'm going through a book, and the example it gave me seems like is should work, but when I try and implement it, it falls short. My Camera class takes three vectors in to generate View and Projection ...
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1answer
144 views

Camera wont stay behind model after pitch, then rotation

I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick ...
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1answer
449 views

Pitch camera around model

Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form ...
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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 ...
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3answers
2k views

3D XNA Tracking Camera

I'm trying to implement a camera that tracks a 3D model in my game. I've taken a look at this MSDN article on creating a 3rd person camera, as well as experimenting on my own; but I don't get the ...
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1answer
326 views

How to prevent 2D camera rotation if it would violate the bounds of the camera?

I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its ...
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2answers
387 views

Creating a rotation offset based on camera position with XNA

I have an XNA project where characters have the ability to pick up and move objects around (in 3d). When an object is picked up by a character, I want ithe objects position to always be out in front ...
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1answer
116 views

What game systems exist which uses camera input?

The group and I is in the middle of a semester project where we are currently researching on which game systems are using camera as input or as an interactive medium? We would like some help listing ...
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1answer
3k views

OpenGL 3D Camera

And here I am again, looking for help with my OpenGL camera once again. This is starting to get embarrassing. Anyway, here's the deal: I think my OpenGL First Person free roaming camera is starting ...
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0answers
56 views

3D Camera Y-Axis wrong angle

I am trying to build a camera class, though I am running into a problem. When I move the camera above/below, and try to move towards the ground, I am moved off in what seems to be about 45 degrees in ...
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1answer
43 views

Why does my camera break mouse position targeting? [duplicate]

I made a short video of this. Basically, when the screen scrolls with the camera, the character begins firing at the incorrect mouse position. You can see where I am clicking the whole time. As we ...
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0answers
28 views

Cinematographic camera manipulation techniques for a 2D adventure game [closed]

I'm coding a subsystem to manipulate camera for our 2D adventure game. I plan to support panning and zooming. Also, perhaps, rotation (but current scenario does not call for that). We also support ...
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1answer
95 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 ...
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0answers
294 views

Cocos2d-x CCFollow Zooming issue

Hi I am currently building a cocos2d-x game which incorporates pinch zoom using CCLayerPanZoom class which can be found here The problem is basically when using CCFollow and zooming and out, it ...
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0answers
84 views

Determining axis to rotate around

I'm trying to implement a free-look third person camera (using glm). I know that the general transformation is newCameraPosition = translate(lookatPoint) * rotation(angle,axis) * ...
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1answer
406 views

relationship between eye height and collision body in UDK

We are using the UDK in a research lab setting so we must understand exactly how tall users feel in the virtual world (camera position). By Googling and digging through code, we have discovered the ...
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2answers
686 views

First person camera with Bullet Physics

Before integrating the Bullet Physics, the camera worked fine. But instead of using my own simple struct for transform data, I use rigid body structs provided by the physics library now. There are ...
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1answer
88 views

Dealing with field of view when zooming into a terrain from a height

I'm creating a tech demo featuring a small planet. The problem I'm having is that the planet doesn't really feel like the right "scale" when the camera in down on the surface, I think it could be the ...
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0answers
44 views

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

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 ...
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0answers
474 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 ...
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0answers
242 views

Drawing two orthogonal strings in 3d space in Android Canvas?

I want to draw two strings in canvas. The first string must be rotated around the Y axis, for example 45 degrees. The second string must start at the end of the first string and also it must be ...
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1answer
184 views

Camera lookAt target changes when rotating parent node

have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , ...
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0answers
196 views

How do I convert my matrix from OpenGL to Marmalade?

I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y ...
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0answers
185 views

Camera not staying behind model while moving in circle

I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or ...
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0answers
149 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
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) ...
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0answers
643 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 ...
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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: ...
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0answers
588 views

Picking 3D object with Mouse when using Camera Zooming in XNA 4.0

I've tried to figure out how to do picking with the mouse, and things work great when zoomed in all the way with the camera (Third Person Camera). And it works perfectly when using First Person ...
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4answers
3k views

XNA spritebatch drawing to the centre of screen

I have bit of a silly problem. Is is possible to use SpriteBatch.Draw() method to draw to the centre of screen using coords from the beginning of window (So resolution 800x600 would use 400;300) ...
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2answers
237 views

3D Camera manager tool – is there any?

Are there some libraries or example codes, of a camera manager – a tool, that would move camera using some smooth lines (bsplines or similar)? So basically I request an animation to move to a new ...
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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 ...
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2answers
122 views

Keep Mini map static after rotating / zooming with camera

Hi I am making a 2D game, where the Camera is able to rotate / zoom in or out on the camera focus (the player usually). However my game also contains a mini-map, and so far whenever I have to rotate ...
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1answer
187 views

How can I have my third-person camera track slightly ahead of the player as he or she moves?

I have a 3rd person camera controller in a top-down game. I have my cameran following the player and I currently use linear interpolation to make the movement smooth and a little laggy. But I would ...
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1answer
77 views

How to rotate the camera to point to a specified location?

I have a quaternion based camera class (which controls a view matrix) and would like a function to rotate the camera to face a specified point. The best approach I can come up with is that I rotate ...
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1answer
77 views

What values to construct “Projection Matrix” from?

I am curious to what standard values I should use to create a camera's projection matrix, as well as if certain measurements need to be taken if I want to represent a very small world or a very big ...
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1answer
84 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 ...
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1answer
75 views

Is there a benefit to applying forces to my camera?

I have implemented a camera system and a rudimentary physics system. I now have a decision to make regarding steering the camera: Option 1 - Update the camera movement directly. eg. position (0, 0, ...
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1answer
161 views

My method for switching between cameras in Unity does not change the main camera

I would like to be able to switch between a variable number of cameras in my scene. The common approach requires toggling the active camera's 'enabled' property to true and setting the others to ...