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5

I assume this is because in these cases the grid lines are not exactly on screen pixels, but somewhere in between. Is this correct? Yes, this is correct. The camera in LibGDX is based on a vector, which is made out of floats. When your camera is in between pixels (like at (1.2f, 63.5f)), then you will start to see that blur you mention because the ...


3

I don't know which is the specific error in your case, but at least from my experience, I'd use quaternion instead. You can just lerp between your current camera rotation and the desired one. Something like: transform.rotation = Quaternion.Lerp(transform.rotation, player.transform.rotation,Time.deltaTime * speed); In general quaternions offer a simple and ...


1

Assuming you are dealing with additive operations (i.e. rotation translation order is important). Generally you would want to update your Camera matrix in this order: Take identity matrix. Translate to FocalPoint Rotate to look in to the right direction Translate away from the FocalPoint by the DistanceFromFocal Same works with any Object that you want ...


1

Not sure whats going on here. The whole point of vector is to convert the mouse location into a 3d point in front of the camera. Setting Z to camera.position.z when the frame of reference is currently focused on the camera (camera is 0,0,0) and then unprojecting that value into world space in particular makes no sense. var vectorx = (event.clientX / ...


1

You need to add details to show the scale of the world. In terms of rendering, there's no difference between a tiny person in a normal room and a normal person in a large room. If there's any fog, you should decrease the distance for it so as to make the space look larger. It could also be the height of the ceiling in the room relative to the player height, ...


1

(coincidentally I just wrote about this topic for my book. That chapter should be released next week; here's a brief summary) There are two primary steps to what you're trying to do: 1) Determine which direction to face 2) Rotate the player to face that direction The first task is handled via transforming the direction vector from camera-space to ...



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