Improving first person camera and implementing third person camera

Posted by brainydexter on Game Development See other posts from Game Development or by brainydexter
Published on 2011-02-04T18:32:08Z Indexed on 2011/02/04 23:35 UTC
Read the original article Hit count: 644

I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view.

My current setup: draw()::

glPushMatrix();
    m_pCamera->ApplyCameraTransform();

    // Render gameObjects
glPopMatrix();

Camera is strongly coupled to the player, so much so, that it is a friend of player. This is what the Camera::ApplyCameraTransform looks like:

glm::mat4 l_TransformationMatrix;
m_pPlayer->m_pTransformation->GetTransformation(l_TransformationMatrix, false);

l_TransformationMatrix = glm::core::function::matrix::inverse(l_TransformationMatrix);
glMultMatrixf(glm::value_ptr(l_TransformationMatrix));

So, I take the player's transformation matrix and invert it to yield First person camera view.


Since, Third person camera view is just a 'translated' first person view behind the player; what would be a good way to improve upon this (keeping in mind that I will be extending it to Third person camera as well.

Thanks

© Game Development or respective owner

Related posts about architecture

Related posts about camera