The viewpoint from which the game world is observed from.
1
vote
2answers
263 views
Camera frustum calculation coming out wrong
I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up ...
0
votes
1answer
43 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
votes
1answer
158 views
Stage3D: Camera pans the whole screen
I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the ...
0
votes
1answer
112 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 , ...
2
votes
0answers
137 views
Camera - View matrix in Android + openGLES 2
I am trying to use the touch screen on the tablet to control my camera movements and generate the view matrix accordingly.
I get the x and y coordinates of the screen and after doing some sanity ...
2
votes
0answers
871 views
OpenGL ES 2.0 Camera advices and general thoughts for a 2D engine
I'm working on my first 2D OpenGL engine for iOs 5+ using GLKit (that's to say: OpenGL ES 2.0).
While I am on a good path and a lot of things are implemented and nicely working, I'd like to share with ...
2
votes
0answers
816 views
AndEngine Making Chase Camera Follow Player
I am playing around with the AndEngine Race Game example. I am trying to make the camera follow the car as the player moves around. The Tile Map is larger than the player's screen but the camera ...
1
vote
0answers
31 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 ...
1
vote
0answers
169 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 ...
1
vote
0answers
142 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 ...
1
vote
0answers
169 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 ...
1
vote
0answers
117 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 ...
1
vote
0answers
659 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 ...
1
vote
0answers
476 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 ...
1
vote
0answers
164 views
Smooth Camera Offsets
I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns.
Here is an ...
1
vote
0answers
117 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: ...
1
vote
0answers
439 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 ...
0
votes
0answers
53 views
How to choose a camera angle for top view game
I am stuck at choosing the 'best' camera angle for a top view game :
The camera should be showing so little details just like what Boxhead provides
Also the Camera angle should be similar to what ...
0
votes
0answers
48 views
Top down 2D camera in relation to keyboard commands
I have a basic 2D camera:
transform =
Matrix.CreateTranslation(-position.X, -position.Y, 0) *
Matrix.CreateRotationZ(-rotation) *
Matrix.CreateScale(new Vector3(zoom, zoom, 1)) *
...
0
votes
0answers
267 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
0answers
91 views
Camera Projection back Into 3D world, offset error
I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees.
I have my camera looking down in front of the direction that the robot is going, and I have the ...
0
votes
0answers
228 views
Making a Background Scrolling in Stacking Game
Hmmm...Is it a good idea to use a LibGDX parallax background for making a stacking game (i.e. PAPA STACKer Lite)? For example, I'm starting to use the blocks to drag-n-drop it. Next, when the next ...
0
votes
0answers
122 views
Keep 3d model facing the camera at all angles
I'm trying to keep a 3d plane facing the camera at all angles but while i have some success with this:
Vector3 gunToCam = cam.cameraPosition - getWorld.Translation;
Vector3 beamRight = ...
