Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [view]

The tag has no usage guidance.

0
votes
0answers
27 views

anything wrong with a spherical camera view matrix?

Is there anything inherently wrong, if you derive your view matrix from 2 spherical coordinates (say, phi and theta) on the unit sphere? The z-axis vector would be at, say (phi, theta), the y-axis at (...
0
votes
0answers
34 views

How to know a sprite position inside a view, relative to window?

I have this sprite of a car that moves with varied speed. It is inside a view and the view is moved to the left to keep the car always in the center of the window. The view accompanies the ...
0
votes
1answer
54 views

adding virtual-joystick relative layout to a surfaceview in Android

The problem: I have my main class which extends surfaceview that contains the gameloop and I want it to use the virtual joystick found here (https://github.com/controlwear/virtual-joystick-demo) but I ...
2
votes
1answer
578 views

Fast zoom in and out in Unity Editor

Is it possible to zoom out and zoom in in Unity Editor in Scene View faster than just with the help of scroll wheel on the mouse? I hope there are exist some shortcut for that. Am I right?
0
votes
0answers
712 views

Why is Particle System Not Visible Without Scene Window Viewing the Origin?

I have a particle system, which is supposed to be highlighting an important game object, but the Particle System doesn't show on the game window unless the Scene window camera has the Origin (0,0,0) ...
3
votes
4answers
1k views

How and when do the model to world, world to view, et cetera multiplications happen?

I learn matrix transformations for game design and I struggle with some basic concepts. I see the actual multiplication taking place before rendering in this sequence: MODEL into WORLD: multiply each ...
3
votes
3answers
477 views

The proper name for a state, view, screen, etc

Most of my experience is in programming in HTML, JavaScript, etc. I'm taking on a relatively large project, and while I'm the only developer, I eventually want to open source my code for other ...
1
vote
0answers
50 views

Asymetric Perspectiv View

I am building a addon component that will show synthesized 3D view of the world (kind of FLIR camera simulation). The problem I am facing is that currently I am using Symmetric Perspective View with ...
1
vote
0answers
709 views

Android Drag and drop problem

Im having major problem (all of a sudden, it worked before :-)) with drag and drop for my jig-saw puzzle app. My layout is in 2 relative layouts 1 for the puzzle pieces and 1 for the complete image ...
0
votes
2answers
3k views

Put layout over Surfaceview

I have this problem: I'm trying to create new RelativeLayout over whole screen - which also contains SurfaceView in the middle - ...
1
vote
1answer
862 views

Creating SurfaceView cause short screen blink

When I create SurfaceView for first time since app launch, the app screen blinks black for small time (about 1/4 second). It blinks over UI, so its really visible and doesn't look nice at all. I've ...
0
votes
4answers
255 views

How to make the minimap inactive?

I have created a minimap for my top-down Shooter and it is showed on the top-left corner of the window. The problem is that if I press anywhere upon the minimap, its like pressing somewhere on the ...
5
votes
0answers
93 views

How do I align the cube in which shadows are computed with the view frustrum? (“View Space aligned frustum”)

Short and concise: Given 8 world space positions that form a cube of arbitrary size, position and orientation and given an arbitrary light direction. How do I compute the View and Projection matrix ...
3
votes
1answer
184 views

How can I communicate a Joystick with a SurfaceView?

I have two classes: JoystickView (Extends View). GameView (Extends SurfaceView): It will be updated by a Thread that call the onDraw Method. Now, if I retrieve a direction by OnTouchEvent inside ...
2
votes
2answers
5k views

How to update UI after changing text in a view

After applying a text change to a scrolling view, how do you get the new height of the text, resize other UI elements around the changed text length, etc? Many have posted this question. Some have ...
0
votes
1answer
880 views

Best field of view [closed]

What is the best value for field of view for an FPS?
0
votes
1answer
101 views

Unity why do all gameobjects not dissapear from view when I switch cameras?

I am having trouble with camera switching. I have two cameras: "Camera1" and "Camera2". A "button script" attached to Camera1 allows a switch to Camera2. It also positions the cameras. There is a ...
3
votes
1answer
385 views

Problem to change window view dragging the mouse

I'm having a bad time trying to change the window view by dragging the mouse. I can precisely do that with the method: ...
3
votes
2answers
554 views

Unity Change Sceneview to camera view

On selecting camera, I get the camera preview. In Unity, while editing the scene, I wish to switch in such a perspective view that is exactly visible by the main camera. Is there a short cut to ...
3
votes
2answers
570 views

How to set borders in Rubik's cube using opengl GLSurfaceView

I'm developing a Rubik's cube game like seen in the picture. But I'm facing problems to set the cube face color with black border. ...
0
votes
1answer
163 views

Everything black except where there's a light

I have a camera in my scene with a map created at runtime: As you can see everything can be seen. Now I want the map to be invisible (black as the background) except where there are lights. How can ...
0
votes
1answer
927 views

How do I center the view around specific coordinates in SFML

I want to use sf::View in SFML in order to change the position of the view, such that the player sprite is always in the center of the screen. Thus I want to write a function which allows me to input ...
1
vote
2answers
1k views

Fixed background on a SurfaceView

I'm currently working on a top-down twin-stick shooter for Android. I've got my player moving around and shooting, but I'm looking to add a large Bitmap background which is larger than the device ...
0
votes
1answer
313 views

Scaling world - projection, view or separate matrix?

I am currently writing a simple 3D space visualisation program. Things get loaded into it from a simple XML file, which contains positions and sizes of objects in space, so you can put basically any ...
2
votes
1answer
450 views

XNA: How do I match Spritebatch View/Projection Matrices with BasicEffect Matrices?

I'm rendering a bunch of 2D content using SpriteBatches to a default XNA viewport. A simple 2D camera is used to move around the scene, which generates a ...
1
vote
1answer
276 views

projection / view matrix: the object is bigger than it should and depth does not affect vertices [closed]

I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have ...
1
vote
1answer
94 views

What is the correct way to seperate (react) view from state?

I would like to know the correct implementation to declare game logic and view logic: I see 3 ways of implementing this: 1.Storing (eg writing preprocessing to store the change to a property) ...
-3
votes
1answer
337 views
13
votes
4answers
769 views

What would a “2nd person” viewpoint consist of?

Traditional narratives have one of three viewpoints: First person (I fought the monster) Second person (You fought the monster) ...
1
vote
1answer
1k views

HLSL What you get when you subtract world position from InvertViewProjection.Translation?

In one of NVIDIA's Vertex shaders (the metal one) I found the following code: ...
0
votes
1answer
2k views

View Matrix from Camera in Unity Script

I am looking to get a Camera component's "view" matrix in a script. I see that I can get the projection matrix using Camera.projectionMatrix, but I don't see a Camera.viewMatrix property... I want ...
3
votes
1answer
1k views

Shear transformation in the projection matrix?

I am trying to understand what the shear transformation (l+r/r-l & b+t/t-b) is actually doing in the projection matrix? The only thing I got till now is headache :) Can you please help?
0
votes
2answers
32k views

onTouchEvent only working for one view within activity

I have a parent Activity which contains 2 views. One view is a custom view class, where I am overriding the onDraw method. This view contains an onTouchEvent function, which is checking for user ...
1
vote
1answer
7k views

Show view over existing view in same activity

I am newbie Android developer, and I am starting out with a simple Sudoku game. The problem I am facing right now is that I have my game showing on a dedicated Activity, which is displaying a custom ...
1
vote
2answers
1k views

Top Down bounds of vision

Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to ...
2
votes
1answer
154 views

Model View Controller linking dynamic model to view

I currently an implementing a game roughly using a model-view-controller setup. A single game controller instantiates a model and view. The model and view then instantiate child models and views, ...
2
votes
0answers
499 views

Camera - View matrix in Android + openGLES 2

I am trying to use the touch screen on the tablet to control my camera movements and generate the view matrix accordingly. I get the x and y coordinates of the screen and after doing some sanity ...
18
votes
4answers
10k views

Why is Y up in many Games?

I learned at school that the z-axis is up. It is the same in modeling software like Blender. However in many games the y-axis is up. What is reason?
0
votes
1answer
1k views

Y Axis inverted on vertex output

I've got my project running and somehow it seems my vertex y components are inverted. 10 in the positive on Y goes down and 10 negative on the Y axis goes up. I can't find anything with the ...
83
votes
9answers
48k views

Why do we move the world instead of the camera?

I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: OpenGL View matrix ...
1
vote
1answer
4k views

How to switch between views in android?

I've tried several methods to switch between two views in my program. I've tried creating a new thread then have the view run for 5 seconds before creating intent to start my main activity. This is ...
1
vote
2answers
360 views

Matrix camera, movement concept

Someone told me that the movement concept in my 2D game is bad. When left or right arrow is pressed I'm scrolling the background which makes you feel that player avatar is moving (the avatar's X-...
4
votes
1answer
532 views

UIView with IrrlichtScene

i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h ...
2
votes
1answer
355 views

Implementing Circular Sprite Masks

So I've been scouring the interwebs for a couple of days with regards to how to implement sprite masking in XNA 4 and C#. Coming from a pet project I did in Flash, this was pretty easy as masks are ...
13
votes
1answer
3k views

How to Simulate Height in a Tiled Top-Down Game

How can I simulate height in a top-down tiled 2D game? One way I thought was to make tiles which are supposed to be higher brighter, but I was wondering if there was a standard or better ...
1
vote
1answer
2k views

Android-Handling screen clicks for dynamically moving objects in a view

I have a kind of broad question to ask but I have to start some where so.....What is the best way to handle onscreen clicks for moving objects being drawn on a canvas in a view. Im registering the ...
1
vote
1answer
551 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, ...
4
votes
1answer
880 views

How can I achieve a zoom-like camera effect?

I have a top down 3D camera: view = Matrix.CreateLookAt(new Vector3(0,0,20), Vector3.Zero, Vector3.Up); Now I want to achieve the effect like when I zoom in the ...
5
votes
3answers
880 views

How can I calculate where my camera can be to avoid showing something outside a region?

I have a landscape model, which goes from the coordinate -45, -45 to 90, 90. The edge of the model just cuts off and i would like to somehow stop the screen from ever passing these points. Basically ...
3
votes
1answer
3k views

Can a 4x4 matrix describe a camera's perspective?

I'm working with a closed-source 3D engine, and it only allows you to set the view projection via a 4x4 matrix. Can this matrix describe the camera's translation, rotation & perspective? I turned ...