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Slinky360

Camera and Matrices

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-Newbee- Im trying to code a camera to move through a basic 3d world. Do i have to learn about "Matrices" to be able to rotate, etc..? Ive look at a few sites about Matrices and it seems very complicated.

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Wouldn't hurt to learn them considering 3D gfx are based on matrices. But you don't have to is you use the built in functions in GL. With DX you have to do a bit more Matrix math for moving, rotating, scaling. GL used functions you call with x,y,z mainly, where DX you have to have a matrix to send the data to and use x,y,z and then multiply the matrices together and make sure you know the order that they are to be done in or you will end up with a incorrect value... Just depends on what you are comfortable with. HTH

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To do just about ANYTHING in a 3D world, even to simply draw it with a static camera view you need to know Matrices and vectors. They're really not that complicated, its simple math, just more of it. Matrix based camera solutions do have some limitations (ie- Gimbal-lock) though, so more than likely you'll want to base your camera system (and possibly animation) on Quaternions eventualy.

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Quote:
Original post by Ravyne
Matrix based camera solutions do have some limitations (ie- Gimbal-lock) though, so more than likely you'll want to base your camera system (and possibly animation) on Quaternions eventualy.
Although a common misconception, the above statement is false. It is Euler angles that impose these limitations, not matrices.

For the most part, matrix- and quaternion-based cameras are functionally equivalent.

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