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Davidtse

Camera System

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I am in the process of writing my own camera system and I am not sure where to start. I don't really know anything about the math behind it so I guess that would be the best place to start, and then something on 3rd person camera systems and any other info. any help is appreciated(like links or tutorials on math/camera systems). Thanks, David

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-Forget Euler Angles
-If you fiddle with trigonometry (except for creating a rotation matrix), you might be doing it in a pointlessly hard way
-Ignore everyone that says you _must_ use Quaternions (especially if they babble on about them as the only way to avoid gimbal lock)
-Read up on matrices and transformations
-Understand world and local/object space
-Build a simple matrix-based camera to move/rotate (if this has more than creating/multiplying and maybe zeroing/resetting the translation part, you might be doing too much)
-Google for simple spring/dampening equations, if you get tired of a completey undynamic 3rd person camera
-Have fun coming up with ways to avoid camera/object collisions and keeping the player in good view (many commercial games suck at the latter, so don't sweat it)

-Last but not least: use the search function, because "my camera is doing weird things"-threads are posted almost every day.

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