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Where's deltaMouse coming from? If the API you're using is giving you translation units like pixels or centimeters, you shouldn't scale by deltaTime. Moving your mouse 1 cm should rotate the camera by, say, 15 degrees, regardless of how many frames or how long it took to move that 1 cm.


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Since the board will always be at the same y coordinate, you could convert mouse co-ordinates to game world co-ordinates and then work out which square is hit. core::line3d getRayFromScreenCoordinates(const float pX, const float pY, IrrlichtDevice *device ) { core::line3d ln(0,0,0,0,0,0); irr::scene::ICameraSceneNode* camera = ...


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The solution is SDL_SetRelativeMouseMode. How can I have missed that.



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