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

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3
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4answers
6k views

How to add a scrolling camera to a 2D Java game?

I am attempting to create a game where the camera follows the player, always making sure the player is in the center of the screen. How would I go about this? This game is a 2D Java game, made with no ...
3
votes
1answer
201 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 ...
0
votes
2answers
491 views

Set new forward directions based on camera position

I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward ...
2
votes
1answer
256 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
votes
1answer
647 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 ...
0
votes
1answer
60 views

Rotate camera keeping player not in the middle

Here I have a 2D top down game. Currently the camera is set on the player position. The player constantly points to mouse position. I want to modify this setup having the camera to be set slightly ...
0
votes
1answer
115 views

3D model editor manipulators

I'm trying to make my own 3D model editor to better learn 3D programming. I have my translate manipulators and I'm trying to calculate the Vector2 that the mouse would have to move in order to move an ...
0
votes
1answer
45 views

Why doesn't my game start in landscape mode?

I want my game to run on all Android devices in LANDSCAPE_FIXED mode, but this mode works only for some screen resolutions. PORTRAIT_FIXED works well for all devices. I'm testing this on and emulator. ...
0
votes
1answer
39 views

Sprites and Box2d

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...
0
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1answer
55 views

Camera Movement Smoothing

I am trying to smooth a camera I create in my game, but I can't seem to find a way to actually do this correctly. What I have : //Calculate the "current" Forward vector var cameraForward = ...
-1
votes
0answers
8 views

how to make a bright circle follow the actor by andengine

i have a question that i want to make a bright circle follow the actor in game using andengine. something like this http://www.gamedesign.jp/flash/maze/maze.html
0
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1answer
233 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[] = ...
0
votes
1answer
93 views

3D Translations relative to 3D Rotations

I'm trying to program camera movement to be relative to camera rotation. (Forward is always forward, regardless of pitch, yaw, and roll) I want to be able to move forward, backward, left, right, up, ...
0
votes
2answers
243 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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votes
0answers
20 views

Display problems with iPhone4s and Unity

I'm having an issue with the screen on iPhone4s. I calibrated the camera's viewport size depending on the screen resolution. This has given me buggy results on the 4s since ther e is a black stripe of ...
0
votes
0answers
21 views

Does the on-screen size of object change with the direction of camera?

I'm reading the following document, and on page 3 it says: The first thing to notice is that the desired projection on the screen does not change with view direction. That is, whether the screen is ...
10
votes
4answers
4k 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, ...
0
votes
1answer
38 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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0answers
61 views

OpenGL - Arcball camera rotation

I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...
0
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0answers
33 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 ...
1
vote
1answer
647 views

LibGDX keep camera within bounds of TiledMap

I have a simple TiledMap which I can render fine. I have a player hopping (with Box2D) around and my camera follows the player around: cam.position.set( player.position().x * Game.PPM + ...
0
votes
1answer
47 views

Mouse position to grid position not working

I have a function which converts my mouse position to grid position in the game but it is not working properly... its slightly off. I have two functions - one which converts from grid to screen ...
1
vote
1answer
217 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 , ...
0
votes
1answer
100 views

Incomplete mesh using DrawIndexedPrimitives after rotating mesh

Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA ...
2
votes
1answer
51 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 ...
1
vote
1answer
226 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
votes
2answers
2k 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) : ...
1
vote
1answer
336 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 ...
0
votes
1answer
583 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 ...
0
votes
1answer
52 views

Is using camera and viewport in Libgdx always necessary?

I understand that camera and viewport are important to keep virtual measurement units and handle different aspect ratios and resolutions when building games with worlds bigger than the screen (e.g. ...
1
vote
1answer
602 views

How to prevent showing outside of Game Map ( Cocos2D-x ) ( Scrolling game )

I'm trying to make a tower defense game and it can zoom in/out and scrolling over my world map. How to scroll over the game and how to restrict it not to show outside of my map(black area). At below ...
0
votes
0answers
7 views

How to set up lights in Libqglviewer?

I decided to use Libqglviewer and the simple camera example to have a basic camera setup and play with fragment shading. I have not much experience in OpenGL but I have made my way through it. I have ...
3
votes
2answers
102 views

How to set “near” value properly?

Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...
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0answers
78 views

Implement Camera (former: CCCamera) v2 in cocos2d-x v3.3

we want to port camera code from cocos2d-x version 2 to version 3.3 with the goal to imitate the behaviour of a CCCamera in cocos2d-x version 2 exactly. You can assume that values for "eye" and "up" ...
1
vote
1answer
215 views

Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates? [closed]

I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based ...
11
votes
2answers
11k views

How can I convert a mouse click to a ray?

I have a perspective projection. When the user clicks on the screen, I want to compute the ray between the near and far planes that projects from the mouse point, so I can do some ray intersection ...
1
vote
2answers
89 views

Continuous world and camera problem

I have this problem where I split my big world into chunks and I don't know how to draw it into my game camera's view. Each world chunk has its own coordinate system, so when object reaches border of ...
2
votes
1answer
105 views

How to output to the Oculus and a 2D screen?

We'd like to present an Oculus game to a large group of people. Not everyone will have an Oculus headset, so we'd like to output to both the Oculus and a second display. The problem is that the ...
2
votes
1answer
177 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, ...
6
votes
4answers
210 views

Keeping sprites nice and pixelated

How do I keep the sprites in my game nicely pixelated on screens of all sizes and resolutions? I use nearest-neighbor texture filtering when resizing pixels, but this works well only at really high ...
1
vote
0answers
63 views

Why is my diffuse lighting changing with camera position?

I am trying to do lighting in view space, but I am afraid I have an issue. I calculate the normals as: N = norm_mat * vec4(vert_norm,0.0) where norm_mat is the transpose(inverse(model_view_mat)). ...
1
vote
2answers
159 views

Vertical Camera Movement in a 2D Platformer

I would like to ask about how vertical camera movement should be handled in a platformer in which the player changes his Y position frequently. For the past two days I've tried to adjust the camera ...
0
votes
1answer
101 views

How to move 2D camera in OpenGL

I am new in OpenGL, I am making a game in 2D and I want the camera to follow the character. I started with gluLookAt() but I read that I could just move the matrix with glTranslatef() and It should ...
13
votes
2answers
3k views

Implementing a camera / viewport to a 2D game

What is the most practical way to implement camera/viewport to a 2D-game? I've read, that I should store the object world position instead of position relative to the screen? Current situation: I ...
1
vote
1answer
102 views

How can I implement a camera like the one in RotMG?

RotMG, an MMO top-down shooter, takes on a unique 2d-3d style, and has an intriguing camera; The game is obviously 3d, not simply isometric, and if you play the game and turn on camera rotation you ...
3
votes
2answers
530 views

How do I crop a camera's viewport?

I'm making an Android game using LibGDX. I would like to render a cropped version of the camera's viewport. Here's an original camera view (in 3ds max): I can get the same view in LibGDX without ...
0
votes
1answer
44 views

Camera stops moving forwards near World-Center

So basically this is a problem I've been having since forever. I implemented a Camera System, it works fine but somewhere around the center (0, 0, 0) of the world it doesn't work. Actually it works, ...
0
votes
1answer
178 views

Camera Touch Zoom and Pan with world - 2D

I am doing my first unity2d game and im in need of a little optimization for my camera. I have a camera which could pan and zoom with the speed i have defined. The problem with that is the speed i ...
0
votes
0answers
88 views

Orthographic camera and z-axis in 3D isometric view game

I'm working on a game in Away3d. I'm using an orthographic camera and I'm attempting to simulate an isometric view (the camera has a 37° angle and the y-axis is up/down, x-axis is left/right, and ...
0
votes
0answers
58 views

When camera moves the textures move and rotate

I recently followed the tutorial at PaulsProjects on shadow mapping. After finishing the tutorial all of my textures seemed to have vanished, then I moved my camera and the texture reappeared. But the ...