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Cameras and Coordinates

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Abstract

Way back in the first chapter, we briefly heard about the term game camera. This is the term used for the virtual camera in a game world that decides what goes on screen by looking in different directions and moving to different positions in the scene. Now that we’re comfortable with using matrices to move things around our screen, it’s time for us to see how we can use matrices to build a simple game camera.

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© 2019 Kyle Halladay

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Halladay, K. (2019). Cameras and Coordinates. In: Practical Shader Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4457-9_6

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