All Questions
125 questions
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Issue raycasting when direction vector nears zero in x and z axis
I am working on a voxel game right now in OpenGL and working on implementing raycasting so I can pick blocks in my world. So far what I have created works quite well except for when the x or z axis ...
2
votes
1
answer
310
views
What is the concept of a "camera" in game development?
What is the concept of a "camera" in game development? It seems that OpenGL and Vulkan don't explicitly have a concept of a camera.
However, engines like Unity, Unreal Engine, Godot, Flutter ...
0
votes
1
answer
36
views
Differences between rotations and translations of different camera properties in LiBGDX
I am trying to understand the camera API (applicable to perspective camera ONLY) of LiBGDX.
It really does not make sense that you can call rotate and translate on many different properties of the ...
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0
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22
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LiBGDX camera drifts far away from modelinstance after translation and rotation
My camera starts in the position I expect. However, after some time it drifts far away from the red modelinstance! How to keep it position right behind the red modelinstance without drifting far away!
...
0
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1
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230
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Mouse Ray Picking: Z-Coordinate of Projected vector (glm::unproject)
I've run into a curious issue when implementing ray picking in my game engine.
It seems the Z coordinate of the Projected matrix has to be ever so slightly more than ...
0
votes
2
answers
187
views
Hybrid perspective / orthographic projection
I'm trying to figure out how to setup camera projections such that they fulfill following requirements:
main scene is rendered with perspective projection
camera / viewport controls allow only zoom (...
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0
answers
112
views
Well tuned orbit camera
I have been trying to make an orbit camera using glfw. I got a working solution which is as in the following.
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1
vote
1
answer
708
views
Implementing a Maya-like orbit camera in Vulkan/OpenGL
I want to create an orbit camera with zooming, panning, and rotation. I used the following examples to create cameras:
https://stackoverflow.com/questions/54400422/how-to-implement-altmmb-camera-...
2
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1
answer
1k
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How to make a concisely, elegantly, and human-friendly Quaternion camera?
I have spent three weeks struggling with the quaternion camera!
Now I have two Implementations. One has some kind of gimbal lock issue or something like that. Another one is totally anti-human ( I ...
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0
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392
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Setting glOrtho and glViewport so top-left of window has coordinates (0,0)
I haven't used OpenGL for a long time and have trouble setting up a 2D screen where the upper left window coordinates are (0,0) and the width and height of the ...
1
vote
1
answer
1k
views
Correct camera transformation for first person camera
I am making a camera in openGl and I am having troubles with first person camera. So I had a few versions of camera transformation and all of them had their own problems. So at first, I was doing ...
0
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1
answer
90
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LWJGL2 Camera Movement Stutter
I'm having quite some trouble with camera stutter in my LWJGL2 game. The stutter only occurs when moving the camera. When it stands still, the scene is rendered smoothly. I could verify that by ...
2
votes
1
answer
2k
views
Drawing OpenGL camera frustum
I am trying to display camera frustum in my OpenGL application. I calculate the vertices of the frustum pyramid using reverse projection from screen space to world space. The camera uses perspective ...
0
votes
1
answer
249
views
What is the proper way to create a camera matrix?
I am having issues when trying to create a camera transform. It seems to have odd distortions and it does not seem to rotate properly, though it will translate alright. While I have seen issues like ...
0
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0
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116
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Why does this order of Quaternion multiplication not introduce roll into my fps-style character controller?
I'm working on an OpenGL based project (in C#), employing Quaternions to rotate my camera I first tried to:
...