Jump to content
  • Advertisement
Sign in to follow this  
mbruenjes

Spherical Camera useful?

This topic is 4800 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Is a spherical camera useful or are there better possibilities for a good looking camera system? Should i use those calculations with sin and cos to get the cartesian coordinates or could i use quaternions instead? [Edited by - mbruenjes on May 29, 2005 7:15:53 AM]

Share this post


Link to post
Share on other sites
Advertisement
A spherical camera is perfectly adequate if you want standard FPS-style movement, where there is no roll, but you can rotate about the world up axis and the local side axis.

For this sort of camera there is no need to use quaternions (that I know of). Even when implementing a 6dof free camera, quaternions are not necessary. If however at some point you find yourself needing to interpolate the camera's orientation, quaternions may become useful at that point.

Share this post


Link to post
Share on other sites
Thanks for your reply.

You´re right. I don´t need to roll the camera. I forgot that.

I try to use this for a First-Person- and a Third-Person-View.
In a Third-Person-View the camera moves along the surface and points into the sphere. In the First-Person-View it´s the other way round. The camera is the center of the sphere and points to different positions on the surface.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!