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

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UNITY3D - Orthographic Camera not render SHADER (2D GAME)

I have a problem with camera render, see the video please :) (note.: sorry for the music) http://youtu.be/BB8rXIzIWVU In Camera "Perspective", i can see the effect of shader: In Camera ...
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1answer
6 views

Unity why do all gameobjects not dissapear from view when I switch cameras?

I am having trouble with camera switching. I have two cameras: "Camera1" and "Camera2". A "button script" attached to Camera1 allows a switch to Camera2. It also positions the cameras. There is a ...
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2answers
78 views

Orthographic Camera settings for a 2D game

I'm starting out a 2D wrestling game in Unity 5 and i need some help. The default resolution of game needs to be 320x240. The background sprite that i would be using is 640x480. The camera would move ...
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0answers
17 views

Camera rotation in maze game depending of accelerometer

I'm still newbie in Unity 3D... I'm trying to develop simple maze game. I want to roll my ball through maze, but I have to rotate camera left or right, otherwise the player can't see what's behind ...
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2answers
598 views

Angled topdown perspective camera for 2.5d game

I have a 2d tile based game created using Unity's 2d tools and orthographic camera: The tiles are created by programmatically generating a mesh, assigning a texture to each pair of triangles, and ...
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2answers
33 views

Camera controll in Libgdx

I've a condition in my game where, I want my camera to follow the Player(its a body from Box2d) and in some not. This is the start screen of my game: Now, when i press a button(space) the player ...
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2answers
836 views

How do I determine the look-at vector of a free-look camera?

I'm trying to create a free-look camera with DirectX 10. I've figured out how to get the directions for forward and back and left to right. However, I don't know how to rotate the look-at vector of ...
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2answers
200 views

How can I implement screen transitions like in the 2D Zelda games?

I want to implement a screen transition in the style of the 2D Legend of Zelda games (like this). That is, I'd the screen to remain static until the player moves to an exit, at which point the next ...
4
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1answer
805 views

How can I achieve a zoom-like camera effect?

I have a top down 3D camera: view = Matrix.CreateLookAt(new Vector3(0,0,20), Vector3.Zero, Vector3.Up); Now I want to achieve the effect like when I zoom in the scene and only show a section at the ...
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0answers
13 views

camera or position issue when render sphere with cocos2d-x 3.7

See code below bool HelloWorld::init() { [....] auto size = Director::getInstance()->getWinSize(); // setup camera auto camera = Camera::createPerspective(30, ...
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1answer
40 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 ...
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0answers
37 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. ...
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1answer
35 views

Unintentional slight arm position change

In the scene I have a capsule with a camera parented and a looking script so when I look down or up the weapon slightly moves forward and then moves back when I look straight forward. weapon when I ...
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1answer
34 views

How to set up the camera for a PS Vita game?

I am starting my first project for Unity and I want to start a new game for PS Vita. This console has a resolution of 960x544 pixels. How do I have to set up my camera so that it adapts to this ...
3
votes
1answer
382 views

Why do my game objects jitter when moving the camera?

I'm moving from Qt Widgets' QGraphicsScene to Qt Quick's QQuickItem for rendering my game objects. One of the things this involves is setting up a scene and the view onto that scene, as this was ...
15
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6answers
1k views

Creating my own kill cam

I plan on creating my own kill cam system for a sandbox tool set. After thinking about the mechanics of the kill cam itself, however, I'm quite lost. I'm trying to recreate the ones commonly seen in ...
3
votes
2answers
786 views

How to mirror flip animation curves in Unity?

I have a animation that moves my camera from left to right. Now I'd like to copy it with 'mirror' transformation so I can use it to move from right to left. Is it possible to do it using script or ...
2
votes
1answer
829 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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1answer
121 views

GameObject is only rendered when it has a negative z scale

I have an orthographic camera that looks like this: I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...
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2answers
31 views

Pygame Scrolling Camera bug

I asked a question the other day about how to implement a scrolling camera. I got a great answer which helped me achieve that... but in doing so I have lost basically all collision detection. ...
2
votes
1answer
39 views

Viewport and Camera setting

For my first game in LibGDX and Android I got a Problem: I have a background picture which is 2560px * 720px. The screen is 1280 * 720. How do I have to set the viewport and camera in order to get ...
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1answer
303 views

LWJGL: Camera distance from image plane?

Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = ...
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2answers
325 views

How do I efficiently determine what objects are visible to a camera?

I want to call the rendering methods of only the game objects that are visible. How can I efficiently determine which objects or tiles are within the camera's rendered region?
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1answer
50 views

Making certain GameObjects visible for a camera

I have 2 cameras in my 2D game. One displays gameobjects normally, and the other camera draws some of these gameobjects reflected (scale.y *= -1). The reflected camera would draw only objects in the ...
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2answers
518 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 ...
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1answer
45 views

Camera (pole cam) implementation problem

In my project I have simple scene graph to render whole scene and Bullet physics SDK to provide physics simulation. Each rendered object is represented as scene node. Camera always has target and ...
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2answers
81 views

Problematic cameraposition (Eye = (0,0,0), at=(0,-2,0) and up = (0,1,0))?

I am taking a course in computergraphics and we talk a lot about OpenGL and the math you need to do everything OpenGL does "by hand". A Question which was asked in an old exam (I am preparing at the ...
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3answers
125 views

Backround turning, follow the character

In my Unity2d-platformer, I need background to follow the character, so I just attach it. And when character turn left from right (or right-to-left), background turn too. How can I make my ...
0
votes
1answer
122 views

Fixed background on a SurfaceView

I'm currently working on a top-down twin-stick shooter for Android. I've got my player moving around and shooting, but I'm looking to add a large Bitmap background which is larger than the device ...
0
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1answer
52 views

Stop rendering hidden objects libgdx

I currently am hiding objects that are not in the frustums view. However, some objects are still being rendered that are in the frustums view, but are hidden. My goal is to not render objects that ...
0
votes
1answer
28 views

Stop player following cameras cameras direction

Okay I'm not going to go to much into it but this is what I need my script to do. The way I have my controller set up is that the camera looks to the side of the player a little bit. I use this for ...
0
votes
1answer
179 views

libgdx - Box2d debug draw not correct

I have a problem where the bodies in my debug draw does not draw correctly, take a look: As you can see, there is some space between the dynamic body and the ground. I have checked the contact ...
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0answers
20 views

Unity forward render path creating pixel lines between meshes

I have a bit of a problem where my meshes are either unsmooth because I'm using deferred rendering path or they are smooth using forward rendering path but it creates this weird pixel line between the ...
2
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4answers
341 views

Smooth Camera Follow

I am using a fixed static background. I have a gameobject(Current ref. image) which is moving with the help of waypoints. I have made camera to follow the Current. The camera is stuttering while ...
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vote
1answer
53 views

XNA arcball camera steering issue

I have an arcball set up to follow my model in XNA. It rotates around the target correctly when holding in the left mouse button and moving the mouse. It zooms in and our correctly with the mouse ...
-1
votes
1answer
93 views

How to make smooth 2-d zooming in Processing

I am making a 2d game with camera zooming using Processing. Currently, my program reduces the size of each block by one. This works very well when there are only a few blocks on-screen, but not when ...
-1
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2answers
222 views

FPS camera specification

I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the ...
2
votes
1answer
102 views

Rotating a 3rd person camera toward a target

I have a 3rd person camera that doesn't look directly at the player but somewhere in front of him. When the user enter shooting mode, I want the camera to turn around the player to face the target. ...
2
votes
2answers
307 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 ...
0
votes
1answer
66 views

Monogame / XNA - Multple 2D Cameras (Rectangle) on screen

I recently started building a simple 2D roguelike game using Monogame 3.4. I was keen on building the game "engine" myself as I saw it as a fun learning curve. Monogame was pretty much the best option ...
3
votes
2answers
59 views

How to manipulate the two variables that rotate the camera with Input.GetAxis(“Mouse X/Y”)?

A helpful fellow showed me the script for a free look camera mode that rotates with the mouse. The script is included at the bottom of the page. I want to have a system that right clicks once to ...
2
votes
2answers
145 views

Make camera follow and rotate with player without childing it

I want to have a camera, that follow the player, without childing it to the player object. So far I have this one line, that follows the player, but does not rotate with it (meaning the camera should ...
1
vote
2answers
105 views

How to use Input.GetAxis(“Mouse X/Y”) to rotate the camera?

I want to make a first person camera that rotates with the mouse. I looked at the Input.GetAxis Scripting API page and found a sample code, which I have included at the bottom of my post. Upon trying ...
0
votes
0answers
7 views

Feeding accelerometer data to vjoy

I am getting roll, pitch, yaw data from my accelerometer data. How do I map it to vJoy's appropriate axes given as X, Y, Z, Rx, Ry, Rz and Slider1, Slider2? Do I have to reverse engineer into ...
1
vote
0answers
26 views

Interpolate camera rotation over many keyframes smoothly

I have a defined set of rotation/position keyframes that I want a camera to animate between smoothly. Handling the position is easy enough using cubic bezier curves (and just auto-generating the ...
0
votes
2answers
85 views

Stop Lerp at relative location?

In my Unity 2D platformer, I'm trying to move the camera down a bit when the character is crouching but not moving. I've done this with the following: cameraPosition = ...
0
votes
1answer
229 views

How to combine the camera that follows the player and the camera shake effect in Unity?

I need to combine both camera that follows the player and the camera shake effect in the same moment. The problem is in that, if I make the shake effect for the camera, then the camera doesn't follow ...
1
vote
1answer
46 views

How can I add a transparent overlay to a UI in libGDX?

I am attempting to use the following code shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); shapeRenderer.setColor(3,3,3,.3f); shapeRenderer.rect(0,0,gameWidth,gameHeight); ...
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1answer
60 views

Implement dynamic 2 player splitscreen based on player positions

Having a local 2 player game, when the distance between the player is big enough, we have a splitscreen whose shape is defined by the angle between the two players. When they get close enough to each ...
1
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2answers
49 views

LibGDX - Managing a Minimap

I'm making a top-down strategy game so I thought a minimap is a must. I'm using Scene2D to display my GUI and since the minimap is technically a part of the GUI, I used the stage camera to position ...