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Creating Matrices to map a flat world to the viewport


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#1 davepl1968   Members   -  Reputation: 166

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Posted 08 August 2013 - 07:52 PM

I'm working on a "2.5D" game where everything is still proper 3D but everything lives at 0 depth.  Think of any standard side-scroller, Geometry Wars, or so on.

 

If I know I'm running at 1024x768 (just for example) resolution and I know that my "world" is constrained to x {-1.0, 1.0} and y {-1.0, 1.0) how do I go about creating my perspective and transform matrices other than trial and error?

 

I probably have to pick a camera depth, and because I do not want a lot of distortion, let's say z=1000 for the camera.  But how do I go about getting my matrices so that the 1024x768 pixels I have map to a 4:3 region of game world?

 

Since the screen space in a side-scroller may be 1/20th or so of the actual 2D world, the camera will have to move horizontally as well.  And similarly, I need to know when to start and stop the camera so that you do not run off either end.

 

As I said, I could probably guess and fine-tune until I got it right, but I have to imagine there's a more rigorous way to go about it.  

 

Thanks for any tips!

Dave

 

PS: I'm not even entirely sure I'll need a projection matrix, but I would like to be able to zoom in and out.



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#2 Burnt_Fyr   Members   -  Reputation: 1249

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Posted 09 August 2013 - 09:04 PM

Could you not just use an ortho matrix if it is a flat side scroller?



#3 Mussi   Crossbones+   -  Reputation: 2101

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Posted 09 August 2013 - 09:25 PM

This should cover your questions.






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