This may be marked as a duplicate, but I have been trouble thinking about a camera.
I understand that there is a "camera transform," or view matrix. However, this is multiplied with every vertex in the scene when the camera is looking towards the negative Z axis at the origin. Do I move the camera around and then find a translation, rotation matrix to transform the camera to the origin, looking at the negative Z axis and multiply each point by this matrix (in addition to the camera transform later)? Or do I simply always keep the camera at the origin looking towards the negative Z axis, and "move" the world around it? If this is the case, how do I move the world around it? I am looking for the most efficient one.
NOTE: NOT USING OPENGL OR DIRECTX OR ANY OTHER API OUT THERE