Tagged Questions
3
votes
2answers
149 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 ...
6
votes
5answers
677 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 ...
3
votes
3answers
793 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?
-1
votes
1answer
376 views
First person camera is somehow “magically” expanding
I'm making a first-person game, and I've gotten the camera done (modified version of Lloyd Goodall's code), but whenever I scale an object, it doesn't appear bigger, but the speed of movement seems to ...
14
votes
5answers
946 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 ...
5
votes
1answer
505 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 ...
5
votes
2answers
453 views
Recommended 3D camera settings and model sizes for an FPS
I'm making a simple FPS and I can't decide on the size of my models and my camera settings. Could someone please recommend a good combination of:
camera field of view
near and far planes
model ...
4
votes
1answer
661 views
Improving first person camera and implementing third person camera
I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view.
My current setup:
draw()::
glPushMatrix();
...
29
votes
1answer
3k 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 ...
1
vote
2answers
560 views
How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...