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Latest camera Activity

FPS: Handle rotating gun with camera

snoken said:
windowClass->camera->SetDirection(glm::normalize(direction));

This function should create a orientation matrix for the camera (and / or it's inverse), which you could use directly instead trying to replicate it.

Besides, eventually the orientation of the model is right, but just the…

1,190 views
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@undefined Thanks! this fixed my issue! The camera now correctly looks down at it. The other issue I am having now is that my object seems clipped from the edges but it has nothing to do with the camera far plane since if I set it to a really high value, the issue persists 

4,684 views

I just figured out how to add pitch, yaw and roll to my camera, and it works well enough. However my image appears to distort as I roll the camera! The box appears to be a little wider than it is taller when the camera is in it's default orientation (Which also shouldn't be true) but when I add 90 …

2,429 views

Not sure that any book will teach this. In general, books teach the fundamentals – how to make transformation matrices, how to project data to the screen, and so on – and then you have to figure out the specific details of how to combine the tools that exist, to get the end result you want.

There ar…

5,248 views

Outlines could do the job, but then again - it looks less immersive and if you need invisibility you need to not-draw the outline when in some location (or standing still for too long).

It's still an advantage to hide behind something though.

5,478 views

Hey.

I would like to know if there are books on how to implement camera functions in computer graphics. I mean such algorithms as arcball/orbit, panning, zoom. I know that this information can be found on sites on the Internet, but I would like to read more about it.

I need this to learn how to creat…

7,689 views
JoeJ
February 21, 2022 06:48 PM

Nice idea, but if you are a beginner, not easy to do.
I guess you want the camera to rotate around the line ‘between your ears', but a default FPS camera can not do this at all, so you need to modify the camera system. 
Idk but guess Unity gives some FPS template, containing related camera code.…

6,448 views
enigma_dev
February 06, 2022 03:33 PM
DevBlog 15 - Binary Camera Collision

How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).

My firsts idea was to just slap a collision shape around a camera, but this has some issues.

By surrounding the camera with an OBB (oriented bounding box), we …

9,752 views
enigma_dev
January 02, 2022 03:25 PM
DevBlog 11 - Player Camera (Quaterion Based) and Control


I created a camera system in c++ from scratch to control fighter ships.

fast fastest iteration, I created a tool to tweak parameter in real time, using ImGui.

this let me find the "feel" I was imagining for the ship, without needing to recompile code

being able to pilot the ships let me test fighting …

5,753 views

I think I understand now the view matrix well. We have:

objectSpace      →      worldSpace       →      cameraSpace      →       clipSpace         →         NDC space      →       viewportSpace 
           [Model matrix]         [View matrix]         [Projection matrix]    [perspective W division]  …
19,655 views
Is there any problem with my camera rotation logic using quaternions?

@Gotanod @gnollrunner 

Thank you guys! I'm late. I've been figured out my code for a few days.
I think the order of multiplying quaternions and setting base axis were the problem..
I don't understand all now, but I'll refer you guys answers. 

8,189 views

Hmm… Okay, I think that I see what you're saying, indeed. Thank you for the explanation!

That said, thus far movement has felt nicely smooth. I'm thus hesitant to rework things on the basis that an issue might appear.

Still, I might give it further consideration at a later stage!

As to other objects, …

16,949 views

I may misunderstood this: but you want a 1 cm square to appear 1 cm on every screen, first of all you need to get physical screen size let it be vec2 scr_size;

Hiwever you don't want to multiply by aspect ratio, which anyway is not the case cause you already multiple by projection matrix..

Now positi…

6,800 views

Hmm.. lt sounds quite silly, however, I hardcode World Matrix as the identity matrix and it looks much better.. I guess the issue may be closed

3,146 views
tbullgames
February 22, 2021 09:49 AM
Devlog #3

Hello Gamers!

We bring up another topic in our devlog - camera mechanics! This time, instead of the written version, we recorded a video for you. 

We invite you to watch, comment, and add the game to the wishlist on Steam!

Youtube: https://youtu.be/NdOK7hBicD8

ADD TO WISHLIST (STEAM)

5,298 views

I am making a 3D space shooter game using OpenGL and Bullet Physics. I am having a hard time with the 3rd person Camera though. If you take a look at the video above you can see that the camera follows the spaceship rotating on the X axis without a problem and rotating on Z axis also without a prob…

4,804 views
khawk
October 16, 2020 07:52 PM
GlassBox Technologies Releases DragonFly 2.0

Virtual Production Software specialist Glassbox Technologies has released an upgrade to its professional, cross-platform virtual camera solution DragonFly. The latest upgrade, DragonFly 2.0, brings major advancements in camera tracking capabilities, including the addition of HTC VIVE’s VIVE Tracker…

5,818 views

Why with a cam->vec (0, 1, 0) or (0, -1, 0), a rotation on the yaw axis is actually made on the roll axis ? 
Is it the gimbal lock? It is present only for these two axes? How to fix this problem?

7,538 views

The way I find up_tmp in init_camera_axis() is not optimal because if my cam->vec is (1, 1, -1) I can't find the right up_tmp. I currently find (0, 0, 1) and it should be equal to (-1, 0, 1). Do you have any idea how I can correct this ?

8,372 views

Thank you very much for your help. 
Finally, this helped me :
https://gamedev.stackexchange.com/questions/185245/rotating-camera-in-3d-without-yawing-diagonally

I still have to calculate the angles and manage the interval.

8,251 views

@mattstone2728 Glad to help! I updated my links as well. If you're browsing through my source keep in mind this is the first “engine” / “framework” I've put together so there maybe oddities here and there. With that being said I have been attempting to make everything as straight forward and easy t…

8,723 views

@JoeJ I'm aware that Quaternions aren't required for cameras, but they tend to be used quite often because they can be less memory intensive.

Currently at work, but I'll take a look at your method when I get home! Thanks!

7,535 views

For the post above include some relative translation to the shader so the math involved wont have to operate on vey large numbers….

8,705 views

Is there anyone who is proficient enough to help me understand how I could implement the Gradient Band Interpolation Technique in 3D space. If you are looking for payment to guide me Through it I am willing to pay.

Here are some resources:
https://www.shadertoy.com/view/XlKXWR
http://runevision.com/th…

4,084 views
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