Game Development Reference
In-Depth Information
Using first-person camera
Now is the time for action! Our core objective is to create two weapons in our game:
bullets and a grenade. Although we are in 5000 AD, we are still medieval and
simulate the same weapons we use today. However, first we need to move around in
the scene, so we need to simulate the first-person camera. This is a simple simulation
of how we see a scene if we were physically present there. For example, you are
sitting in a room and have a camera on a remote-controlled vehicle on the moon, and
you see the surface of the moon from that camera.
We start our animation implementation with the explanation of the first-person
camera as we want our bullet and grenade animations to start from the player's
position. Now, to simulate this in our game, we move the camera with us in the
game. The camera would simulate your eyes, it should only see what your eyes
see. So, if you look straight ahead, you would not see yourself. But we needed
something to show that you are moving; so, we decided to keep our model in a
weaver position with a hand gun. Hence, your right arm is at your shoulder height
at all times (as in the following screenshot) and our eyes can only see our own hand
(a very tiring posture but we think we can live with that in our game).
 
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