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* INDEX * 3D game to-do list * 3D Engine to-do list ( chapter 1, 2, 3, 4, 5, 6, 7 ) *
* projection formula * transformation matrices * Bresenham algorithm * Scanline Polygonfill algorithm *
* Spieldesign / game design * Troubleshooting 3D * Irrlicht 3D engine * Blender for Beginners *

Chapter 7 -- The Camera

Up to now, the camera was stuck in the center (the so-called origin) looking down the z-axis. Since moving the camera around in the world complicates calculations, 3D-engines again fall back onto a trick: They just reposition the world around the camera in the opposite direction! That way, we can easily reuse existing transformation methods, but on the other hand, this step calls for an important upgrade in the way game world data is stored. Also, we want camera movement to be controlled by at least the keyboard (NumPad) or, even better, the mouse or a joystick.

To be continued...

 
   
2008.08.26

http://www.ruthless.zathras.de/