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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...