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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. …
kolenda's user avatar
  • 1,390
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. …
kolenda's user avatar
  • 1,390
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. …
kolenda's user avatar
  • 1,390
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. …
kolenda's user avatar
  • 1,390
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 …
kolenda's user avatar
  • 1,390