Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.
2
votes
Smooth Camera Offsets
Then, I detached my camera from the player and everything became easier. … Just detach your camera and compute some point at the back of your player - this will be the point that you camera wants to get into. …
1
vote
Accepted
Moving an object extremely close to the camera at a constant speed makes it visually speed up
Right now, when your quad is 10 units from the camera, then after a second it's 9 units from the camera, so it changed by 1/10. … This way you'll never get to the camera position, but you can stop moving at some fixed distance. …
1
vote
Accepted
Moving a camera without rolling (tumble not arcball rotation)
Do you math that will compute camera matrix from those data.
In your UI you'll change Yaw/Pitch/distance/center and compute new camera matrix. … This way you have some base params that you modify, it's easier to do more complex UI around it and your camera matrix is always correct. …
1
vote
Frustum Culling behaves incorrectly with vertex shaded objects
I assume that at the Camera position you don't change the vertices and the vertex shader influence increases with Camera.forward vector. …
1
vote
Change players state and controls in-game
If your objects are not animated I'd make just a transform animation between first and the second. When you want to change the objects you just play the animation and stop at the end. If you want to c …