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

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183 views

Adding Functionality to a basic Java 2D Camera

Creating a little LoZ inspired game in Java here just to get into the feeling of things (learning CS at my school but the only teacher who's willing to help is travelling for 6-months, so I'm teaching ...
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1answer
294 views

OpenGL camera translate and rotate on cameras local axis

How can I make rotation and translation on a local camera axis in OpenGL? I want to make camera like "aeroplane" camera with a pitch yaw and roll. I want to have good explanation on everything! Can ...
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1answer
426 views

XNA Zoom in/out on model instead of scaling the model

I'm trying to implement zoom in/out functionality into my game. I can change the cameraDistance value with the Z and X keys. Instead of zooming, it looks like the model is scaled smaller or larger ...
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1answer
391 views

XNA Arcball and moving model - the model is altered instead of the camera

I'm trying to implement an arcball type camera, I've got all controls working very nicely. I can rotate the X/Y axis with my mouse and zoom in and out with the Z/X keys. The problem is, that the ...
0
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1answer
659 views

switching from third person view to first person view

I have done a scene in opengl where I'm using a third person camera (that I can control with the mouse). Then, inside it, it has the camera of the first view (that I called thirdpersonCamera, see the ...
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2answers
487 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 ...
3
votes
1answer
779 views

How to smoothly change the target of smooth follow without camera glitch?

I am trying to change the target of the smooth follow at runtime, but there is a glitch in the camera since the targets are different sizes. I tried using lerp and smooth damp both gave the same ...
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vote
1answer
214 views

Cartesian Coordinates & Layout [duplicate]

The way cartesian coordinations are presented and used is kinda confusing. When working with 2D the vertical axis is Y, though when working with 3D the vertical axis is Z and Y becomes the "depth" ...
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1answer
88 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 ...
0
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1answer
201 views

Orbiting a camera around the Y axis whilst remaining up

I've been having difficulty with a problem which I thought was going to be a simple solution. I have a camera facing downwards on a character. The can camera be lowered and when it's lowered it ...
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2answers
372 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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0answers
105 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
326 views

First person shooter camera movement

I am making an FPS in XNA. I cannot seem to make a FPS camera that I can move Forward, Back, Side to Side using the keyboard. How do I do that?
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2answers
713 views

First person camera: problem

I have created a simple camera class, moved it from my C# (XNA) source to C++ for d3d. Commonly it is okay, but something is wrong with rotation. If i increase its pitch/yaw values, according to ...
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vote
1answer
859 views

Understanding the z-axis vector from OpenGL modelview matrix

I would like to shoot spheres in the current view direction in a simple scene. I use an FPS camera, so no z-rotation. The vector pointing in the correct direction should be (m[8], m[9], m[10]) where m ...
2
votes
2answers
319 views

Field of view settings for first person shooter

Are there any industry standards for setting the field of view (FOV) for FPS games or is it solely based on trial and error? Are there any guidelines for choosing the correct value?
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1answer
1k views

Second camera record and export to video file (Unity)

I'm making horror quest game for PC on Unity. I'm trying my best to make it kind of unique and trying not to use standard methods like screamers etc. What i want to do badly is camera recording ...
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1answer
184 views

Pinhole matrix problem

I made a program to represent a 3D world. I use the projection matrix we can find on wikipedia. For viewing a scene it's very nice but when I straff in the scene, everything behind the camera go on ...
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2answers
7k views

XNA 2d Camera Scrolling - why use matrix transform?

I am making a test game where I want the level to be constantly scrolling. To create this effect I have established a camera class which simply stores a vector2 position and an enum direction. It also ...
4
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1answer
186 views

Is there a way to write a camera class without matrix-transformation?

I have a problem with a camera class I got from the internet. It does a transformation like this: public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = ...
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2answers
594 views

How do I implement a 2D camera in JPanel?

I'm trying to create a mario-esque game in Java and am at the point of implementing a camera. Following normalocity's example, I understand the difference between the GameWorld and the Camera that ...
0
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1answer
1k views

Camera Matrix Transform to scroll through level - Monogame, XNA

I am trying to change the way I scroll through a level. Currently I have a static camera class which stores a direction enum and a vector 2 position. This class then has a method to move the position ...
0
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2answers
112 views

Need transform matrix to translate the center of the view to a custom position within the target texture

My problem is as follows: I want to use a single render target texture for drawing 16 viewports where I want to display the 16 different combinations of the marching squares algorithm with my 3D ...
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3answers
69 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 ...
6
votes
1answer
205 views

How to prevent clipping when moving through a tunnel?

I'm developing for Android using OpenGL ES 2.0. It's going to be a game where you have to fly through a tunnel without hitting the walls. However, the tunnel wall gets clipped as the player ...
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vote
1answer
751 views

Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused ...
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1answer
2k 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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2answers
426 views

Creating a 2D perspective in 3D game

I'm new to XNA and 3D game development in general. I'm creating a puzzle game kind of similar to tetris, built with blocks. I decided to build the game in 3D since I can do some cool animations and ...
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votes
1answer
1k views

Problem using glm::lookat

I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, ...
2
votes
1answer
401 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 ...
0
votes
1answer
97 views

XNA Rendering vertices that only appear within the cameras view

I'm making a game in XNA and I recall hearing that professionally made games use a technique to only render the polygons that appear within the cameras projection. I've been trying to find something ...
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vote
2answers
359 views

What should I consider when selecting a field-of-view (FOV) for a space game?

I am making a space game (like the game Freelancer). You control a space ship in third person. What are some gameplay considerations that I should weigh when selecting a field-of-view (FOV) for such ...
4
votes
2answers
4k views

Multiple viewpoints in Unity3D?

I'm working on a 3D game in Unity. The primary view is a top-down view, but I am also looking to do target profiles that are true animated versions that reflect the actions of the target. The ...
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1answer
155 views

Vertices shaking with large camera position values

Basicly when i set the position of my camera (my character in game) to a high value, the geometries seems to be shaking, the higher the position value, the more they shake. On low position values you ...
0
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1answer
123 views

3D drawing precision problem. XNA

I have a simple scrolling camera positioned 2000 units about the 3D 'floor' that moves forward by 1 unit every frame and looks down on the floor at a point that also moves forward by 1 unit every ...
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vote
1answer
313 views

Creating big scene and little size chasing camera

I would like to create a climb based game, so I need to have a big scene and a camera that cover only a little part of it and chase my player. This image explains easier what I want: How can I do ...
2
votes
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) : ...
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1answer
635 views

Android OpenGLES 2 ray picking, resulting coordinate jumpy in certain spots?

I am trying to implement object picking based on touch coordinates via an intersecting ray test. I am having trouble finding information on converting the touch coordinates to the coordinate system ...
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1answer
488 views

Drawing the same scene with perspective then orthographic projections

I have a scene that I'm rendering first with a perspective matrix. I then want to rerender it in a different viewport using an orthographic matrix for a top-down 2D view of the scene. I think I may be ...
0
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1answer
100 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 ...
4
votes
3answers
271 views

Extract smaller frustum from camera frustum?

Background: I was thinking of implementing multiselection by performing a frustum culling on a sub-part of the screen. Problem: Given total screensize, a rectangle on the screen (pos, size), and ...
1
vote
3answers
277 views

How to put a “mask” in front of the camera in Ogre?

Is there any easy way to put kind of a "mask" in front of the camera in an Ogre 3d application, so that parts of the scene are always covered by that mask? The idea is that I want to have an effect as ...
5
votes
3answers
2k views

Perfect FPS camera angle

I am making a multiplayer FPS and I am in search of some helpful tips on the perfect FPS camera angle. Because it is a multiplayer, I am making a full body model holding the gun, I find, however, that ...
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vote
1answer
161 views

How to make camera rotation independent from frame rate?

I multiply the mouse movement by a given number to get camera rotation of a desired speed. But it only works at 60 FPS. When I don't limit the frame rate I get around 350 FPS and the camera rotation ...
5
votes
2answers
279 views

What perspective is suitable for sharing a screen across a table?

I'm thinking about a 2 player 2D arena game for a mobile phone, but I have the obvious problem of gripping. To avoid this, I think it shouldn't be a problem to play one in front of the other with ...
0
votes
2answers
138 views

Moving camera along generated terrain?

I'm generating my terrain on the GPU, using diamond square subdivision (no height map involved). How can I anchor the camera's position to always be on top of the generated terrain? Thanks
1
vote
1answer
160 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 ...
6
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2answers
691 views

How do I keep my character centred on screen?

I am making a game similar to Legend of Zelda: Link to the Past (top-down 2D action-adventure). I want the character to stay centred on the screen when he moves. Currently, whenever the player wants ...
0
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2answers
181 views

Min. Distance for Spotlights in Ogre3d?

I have a simple scene with only one empty box. Within that box I have the camera attached to a scene node, which the user can move (translate/rotate). Additionally a spotlight is attached to the ...
0
votes
1answer
140 views

XNA Camera Positioning All Wrong

I've been working in 3DSMax for years now and decided to give XNA 4.0 a try. I've got the majority of it working, however the camera is being a pain to me and I can't discern what's gone wrong. I ...