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

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16
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4answers
7k views

Cast ray to select block in voxel game

I am developing a game with a Minecraft-like terrain made out of blocks. Since basic rendering and chunk loading is done now, I want to implement block selecting. Therefore I need to find out what ...
16
votes
2answers
16k 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 ...
15
votes
2answers
8k 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 ...
11
votes
4answers
26k views

How can I orbit a camera about it's target point?

I'm drawing a scene where the camera freely moves about the universe. The camera class keeps track of the view (or look at) point, the position of the camera, and the up vector. These vectors/points ...
6
votes
2answers
934 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 ...
4
votes
2answers
5k views

How to avoid gimbal lock

I am trying to write code with rotates an object. I implemented it as: Rotation about X-axis is given by the amount of change in y coordinates of a mouse and Rotation about Y-axis is given by the ...
74
votes
9answers
35k views

Why do we move the world instead of the camera?

I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: OpenGL View matrix ...
36
votes
1answer
5k views

Mouse aim in an FPS

I would like to make a First Person Shooter and move the camera with the mouse. The problem is that when the cursor reaches the limits of the screen, the camera won't turn anymore. How can I keep the ...
15
votes
2answers
10k 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 ...
5
votes
1answer
3k views

Mouse location is off due to camera

I'm building a top down shooter but I have a little issue with my camera and mouse. When I add the camera that I use to my game (see here) my mouse pointer seems to be in the wrong location. When I ...
4
votes
1answer
4k views

Orbiting a specific point - Orbiting Camera

How would I create a camera that with the mouse, it allows you to orbit around a specifc position, with the camera always facing that point? I would also like it to be able to always be at a constant ...
1
vote
1answer
246 views

Why is the camera tilting around the z axis when I only specified x and y?

My goal is to program a camera to point towards the mouse cursor. I attached the following script to the Main Camera. using UnityEngine; using System.Collections; public class CameraController : ...
1
vote
1answer
434 views

How do I ensure that my 2D side-scroller camera stays within the world bounds?

I have tried implementing a basic 2D sidescroller camera in XNA, but I don't want it to be able to scroll past the edges of my tile map! I tried to fix it, but when I get the left side working, the ...
34
votes
5answers
12k views

Realistic Camera/Screen Shake from Explosion

I'd like to shake the camera around a bit during an explosion, and I've tried a few different functions for rocking it around, and nothing seems to really give that 'wow, what a bang!' type feeling ...
24
votes
2answers
2k views

Mega Man-style screen scrolling design

The NES classic Mega Man series uses a very specific scrolling technique that I'm having a hard time wrapping my head around implementing. Essentially, the level is divided into "screens" which are ...
10
votes
4answers
4k views

How to keep my Quaternion-using FPS camera from tilting and messing up?

I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
8
votes
3answers
5k views

Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

I previously used SFML, XNA, Monogame, etc. to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will ...
15
votes
6answers
2k 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
1answer
7k views

3D Ray Casting / Picking

I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point ...
2
votes
1answer
2k views

2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to ...
4
votes
1answer
2k views

Obtaining a world point from a screen point with an orthographic projection

I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I ...
4
votes
1answer
2k views

Orthographic Camera Zooming

In XNA I am using a spritebatch to render a board. I have created a camera class which can provide me a view and projection matrix. Currently I am supplying the view matrix to my sprite batch when I ...
4
votes
1answer
522 views

Unity3D Camera constantly moving

I'm trying to make my own first person camera controls in unity that use both thumbsticks on a joypad. I have this working fine. However, when I move the right thumb stick (the one uses to look left / ...
3
votes
1answer
3k views

Calculating camera frustum planes using existing matrix

I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...
0
votes
1answer
3k views

How can I make my player move in the direction the camera faces?

I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right ...
0
votes
2answers
1k views

Making a Camera look at a target Vector

I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called ...
0
votes
2answers
321 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 ...
5
votes
4answers
13k 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 ...
5
votes
1answer
6k views

3D Camera Rotation

Please, forgive me, but I need help and I've been stuck on this for a few weeks now, I'm making no progress and everywhere I go and I see a different answer, everything I try doesn't work. I've had ...
16
votes
5answers
3k views

What's the best head-bob formula?

Given a point in space, a direction of travel, and a time since start, what's a convincing, non-sickening formula to simulate head bob? What's been successful in previous games? Has there been any ...
6
votes
3answers
5k views

Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?

I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a ...
14
votes
6answers
3k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
11
votes
5answers
4k views

Camera Control Techniques in Games

I am an MPhil student in Computing Science working on the problem of camera control in graphics. Though the literature of camera control dates back to the end of 1980s, the majority of them (up to my ...
3
votes
1answer
7k views

How to implement a basic arcball camera in OpenGL with GLM

I only just started learning OpenGL and even things like vector maths etc a couple of days ago, so I am having a bit of trouble figuring out exactly what to do to implement an arcball camera system. ...
3
votes
2answers
841 views

3D zooming technique to maintain the relative position of an object on screen

Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing ...
2
votes
2answers
1k views

XNA Camera 2D confusion

I have followed the tutorial at http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/ to implement my 2D camera and everything works just fine. However this leaves me confused. ...
0
votes
1answer
173 views

Zoom Camera from C# in Unity

I am creating endless running game. I want to zoom camera when player dies to the player. I have tried using camera.FieldOfView, but it does not work. Is there another way to zoom In camera to the ...
0
votes
1answer
352 views

3d world vertex translation to go to 2d screen coords

My technical english is a little rusty so to avoid misunderstands please be patient with me :) I will try to be brief and clear Situation: - I have a 2d sprite character on the screen - I've just ...
-1
votes
1answer
52 views

Unity: When attaching my custom camera script camera shakes when player starts to move fast

Here is my player code. Rigidbody rb; Vector3 currMovement; public float jumpSpeed = 10; public float moveSpeed = 10; public float rotSpeed = 180; float distToGround; public float posSmoothTime = ...
7
votes
2answers
697 views

Portal Projection

Ok ok I admit, I'm bored and toying with a portal script like the one on steam. I've figured out the following: relative positioning of the mirrored cameras render to texture for the portal (the ...
6
votes
5answers
1k views

FPS games: don't they have unrealistic one-eyed view? What are the causes?

I have played many fps games, and noticed that the camera perspective is similar to the 'one eyed view' of the surroundings. It does not feel like bilinear. :/ Is it because of the single flat view ...
5
votes
1answer
666 views

How can I implement view wobble when my player is running?

I'm creating a FPS in XNA. So far its' going great. What I'm looking at doing is replicating the camera movements that you see in Modern Warfare. So, if you are walking the camera stays pretty ...
4
votes
1answer
1k views

Perspective projection with 90 degrees between X-Y axis?

I'm trying to create a game that mimics Tibia's projection style: , As you can see, a 3d point is mapped to 2d like this: So I've downloaded Three.JS and a lib to create a Orthographic Camera. But ...
4
votes
1answer
4k views

OpenGL ES 2.0: Moving Camera in Orthogonal (2D) Projection

I have quite large 2D game scene. The scene is much larger than the screen of the LCD. Therefore, I have to move the camera (view) in desired directions, to display particular parts of the scene. ...
4
votes
2answers
369 views

Render a 3D scene in multiple windows - extended panoramic view

Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in ...
4
votes
1answer
148 views

Why does CameraZ=0 result in no render?

I am trying to draw simple model, but I am experiencing strange error. When I use this View matrix: Matrix.CreateLookAt(new Vector3(0, 200, 1), new Vector3(0, 0, 0), Vector3.Up); my model is drawn ...
3
votes
0answers
61 views

(Monogame) Camera does not travel the way it is rotated

I've implemented camera control with mouse and keyboard. My problem is that camera goes crazy when I'm using mouse and camera does not travel the way it is rotated. Could you explain me why and how to ...
3
votes
1answer
8k views

How do I properly implement zooming in my game?

I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original ...
2
votes
1answer
566 views

Why are my 2D positions “off” after adding a camera transformation in XNA?

My game's source is on github. I am following this tutorial to create a 2D camera. After I adding the transformation to the SpriteBatch, all of my positions seem to be "off" when I move the ship (and ...
2
votes
1answer
578 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 ...