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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2019 Kyle Halladay
About this chapter
Cite this chapter
Halladay, K. (2019). Cameras and Coordinates. In: Practical Shader Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4457-9_6
Download citation
DOI: https://doi.org/10.1007/978-1-4842-4457-9_6
Published:
Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4456-2
Online ISBN: 978-1-4842-4457-9
eBook Packages: Professional and Applied ComputingProfessional and Applied Computing (R0)Apress Access Books