An approximate representation, on a flat surface, of an image as it is seen by the eye.

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perspective camera with libgdx

I am trying to setup a viewport using perspective camera. I am trying to render a scene like this I read an official blog post about the cameras and found a few tests within gdx test suits. ...
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5answers
5k views

An object twice as close appears twice as big?

So I was thinking about creating a 2D game where you can also move along the Z-axis, by changing in which layer you are. Depending on the depth I want to scale my 2D sprites. Once, someone had shown ...
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1answer
631 views

Ways to “invert Z-axis” in shader-based core-profile OpenGL?

In my hobbyist shader-based (non-FFP) GL (3.2+ core) "engine", everything in world-space and model-space is by design "left-handed" (and to stay that way), so X-axis goes from -1 ("left") to 1 ...
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2answers
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How do I calculate the z-coordinate for a perspective-camera in 2D?

I'm new to LibGDX and trying to use DecalBatch with PerspectiveCamera, simply to have Z-coordinate for my sprites, as SpriteBatch does not offer that. However, I don't know how to calculate the ...
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3answers
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Mapping 3D object coordinates to 2D screen coordinates with perspective projection

Sort of following on from where this person was in their topic: Matrix for 2D perspective What I have at the moment is a transformation matrix that's defined as follows: http://pastebin.com/GM6BhP0R ...
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3answers
410 views

How to calculate size of object depending of its height on the screen?

I am programming a mostly 2D game on Android (with Andengine), but the player is a bouncing ball (kinda in 3D). I wanted to make the bouncing of the ball the most realistic possible, using quadrilic ...
4
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1answer
675 views

How to do perspective projection “parallax” but without changing the scale or offset of objects?

Hello everyone I have this problem that I have tried everything I could think of. The problem: I am making a 2D game with parallax effect but I am using 3d space so am not simulating the parallax but ...
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2answers
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What is the view perspective angle of most 2.5D isometric games [closed]

I examined several quite popular games to determine what perspective angle they are using. For the purpose I created a grid that is 45 and 60 degrees isometric viewed and put it onto a screenshot (of ...
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4answers
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2D camera perspective projection from 3D coordinates — HOW?

I am developing a camera for a 2D game with a top-down view that has depth. It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their ...
3
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1answer
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OpenGL fovx question

To boil my question down to the simplest form, I fear I am oversimplifying how mat4 perspective works. I am using mat4.perspective(45, 2, 0.1, 1000.0) (the binding is WebGL fwiw). With a fovy of ...
2
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1answer
502 views

Position Reconstruction from Depth by inverting Perspective Projection

I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 ...
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1answer
780 views

How to fix OpenGL Co-ordinate System in SFML?

My OpenGL setup is somehow configured to work like so: (-1, 1) (0, 1) (1, 1) (-1, 0) (0, 0) (1, 0) (-1, -1) (0, -1) (1, -1) How do I configure it so that it works like so: (0, 0) (SW/2, 0) (SW, 0) ...
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vote
1answer
442 views

3D/perspective Top down shooter bullet issues

I'm developing a top-down shooter with multiple levels (ground for ground units, middle level for buildings, top level for air unity). The problem is the collision. Though I can make the collider ...
3
votes
1answer
636 views

How to compute the 2D equations of 3D circular arcs?

I'd like to obtain these equations for the ellipses produced by the perspective projections of (3-dimensionally transformed) circles. This is useful for rendering in 2D contexts which provide curve ...
3
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2answers
625 views

Trying to understand 2D vector -> projection space conversion

I'm trying to understand how I can transform 2D vectors (x, y) to projection space. Something hasn't quite clicked for me yet. As per my previous question, here's the effect I'm trying to achieve: ...
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2answers
3k views

Matrix for 2D perspective

I'm trying to determine whether what I'm attempting to achieve is even possible mathematically. I'm obviously not a seasoned game developer so I'm having trouble even coming up with the terminology to ...
4
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1answer
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How do I know if a perspective matrix is right or left handed coordinate system?

For example, if I define my perspective matrix as the following: m[0] = 1.f / ( aspect * focalLength ); m[5] = 1.f / focalLength; m[10] = -zFar / (zFar - zNear); m[11] = -1; m[14] = ...
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3answers
505 views

Constant size geometries

How can I display objects in a 3D perspective projection that look like as if their size does not change, despite of the camera's position? I am using DirectX 9.0. I know of PositionTransformed ...
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2answers
848 views

Is this aiming mechanic usable in a third-person top-down game?

Long story short: I've switched to a third person - top down perspective. The camera is fixed and looks down at the player. How can I implement 3d aiming ? The player needs to aim left and right as ...
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1answer
501 views

Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z ...
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2answers
2k views

Vector games (Wireframe, Elite-like) theory and implementations?

I'm interesting in knowing more about how vector games like Elite and Star Wars Atari were built from grounds up. The question is not how to implement vector graphics with modern 3D APIs like OpenGL ...
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1answer
1k views

The Depth buffer and Perspective

I'm having trouble understanding the behaviour of my OpenGL program; and in drawing my Z-Buffer out to the screen. It will probably be best to just start with code, here is my GLSL shader: in vec3 ...
15
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5answers
8k views

Examples of faking 3D

Does anyone know of any good examples of 3D being faked in 2D (not necessarily code, but games I could look up)? The player has the perspective that they are going 'into' the screen and things are ...
2
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2answers
560 views

Physics in a 2D oblique perspective game

So, just to clarify, because I'm still fuzzy on the terms for perspectives in older games myself, examples of an oblique perspective can be seen in many older RPGs (Earthbound, Final Fantasy, Secret ...
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3answers
857 views

How to: create a 3rd person view, multiple layer 3d world

Imagine a game world like in Dungeon Keeper or Sim City with an (possibly rotatable) 3rd person view, where the game world can be accessed in all dimensions (in discrete steps). For example digging ...