Sign in to follow this  

tips for an FPS camera?

This topic is 3297 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

Hi A bit of an art question i guess. Just wondering what is the best way to create a counter strike style FPS in terms of the models and FPS camera. Eg, the camera for the player, do you just create the models in such a way that you just stick the camera at the head of the model? Or do you model just arms and weapons for the player then offset them from the FPS camera? Im used to using cubes and triangles(programmer art) so the model and animation thing is abit new to me. Any other suggestions would be great. Thanks.

Share this post


Link to post
Share on other sites
Either way works. I'm a major advocate of the "stick the camera in the eyes of a 'third-person' model" approach, although most games tend to use separate view/weapon models and a separate set of 'first-person' arms. I would generally describe it as an archaic throwback to the days when memory and graphics horsepower came at such a ridiculous premium doing so was the only way to get a visually-acceptable result. If you do things the 'new' way, you get free scaling, animation and visible legs, depending on your culling scheme. Whatever floats your boat.

Share this post


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