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 .
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