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# World Space vs. Camera Space

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2 replies to this topic

### #1Anonymous Poster_Anonymous Poster_*  Guests

Posted 26 October 1999 - 08:31 AM

I'm just starting out and have a question covering something I have been unable to find any good info on - world space vs. camera space. I understand what camera space is, but don't think I grasp the world space concept. In a first person shooter, would world space refer to the coordinates system that the objects and graphics are designed in? If this is true, and your objects have some random origin assigned by another graphics program, how would you convert to camera space?

Any help would be great including a pointer to any thorough web sites with info. I've read a bunch of basic online tutorials, but they all assume more than a basic understanding of this stuff.

thanx

### #2Anonymous Poster_Anonymous Poster_*  Guests

Posted 23 October 1999 - 03:15 PM

I think i have a couple of documents lying around on my hard drive that explain this sort of thing. If you email me i should be able to help you out. email me at Steve_sm98@yahoo.co.uk

### #3simon_brown75  Members

Posted 26 October 1999 - 08:31 AM

Well, objects are defined in Object or Local space. You then scale and rotate them in object space. You then translate (move) them into world space, which represents their position in relation to everything else in your world. You then globally rotate and translate everything to get it into camera space (if your camera is at (0,0,0) then you just rotate). With D3D these steps are pretty much done for you.

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