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Pulling back on the reigns...

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LRiotto

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After spending the last month playing with a floating camera, then fixing it to specific angles and heights, I think I have decided to lock it down again and move back to a pure Orthogonal projection (actually use a floating camera with an orthogonal point of view) Why....In order to keep the scope from spiraling out of control. 2D graphics just won't cut it on a board you can freely rotate and I have neither the time nor the patience nor the skill to create models for everything I would like to have in my engine. All is not lost, I think I would like to do some sort of flight sim or FPS space shooter later on, now that I have grasped the needed concepts for making it happen. I actually wrote my own vector class and all the necessary applied matrix manipulation code. Multiplication, Subtraction, Additions, DotProduct, etc. were all needed for proper camera movement. I would also like to point out that there is just too much trig involved in it and I wouldn't have gotten far without the following texts.
Premier Press - 2004 - Mathematics for Game Developers
NAVEDTRA - 1989 - Mathematics, Trigonometry and
New Riders - 2004 - Beginning Math and Physics for Game Programmers.

All of which were good, but it would have been nice to have them all condensed into a single volume.
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