Game Development Reference
In-Depth Information
2
.
How can you set up a basic camera that follows a target at a set horizontal
and vertical distance?
3
.
In what way does a spring follow camera improve upon a basic follow
camera?
4
.
When implementing an orbit camera, how should the camera's position be
stored?
5
.
How does a first-person camera keep track of the target position?
6
.
What is a Catmull-Rom spline?
7
.
What is a spline camera useful for?
8
.
A follow camera is consistently being blocked by an object between the
camera and the target. What are two different ways this can be solved?
9
.
In an unprojection, what do z-components of 0 and 1 correspond to?
10
.
How can unprojection be used to implement picking?
Additional References
Haigh-Hutchinson, Mark.
Real-Time Cameras
.
Burlington: Morgan
Kaufmann, 2009
. This topic provides a comprehensive look at many different
types of game cameras, and was written by the creator of the excellent camera sys-
tems in
Metroid Prime
.