Problems with 3D transformation - (SharpDX)

Posted by Morphex on Game Development See other posts from Game Development or by Morphex
Published on 2014-06-05T23:48:50Z Indexed on 2014/06/06 3:41 UTC
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First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this.

So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it.

How in the world would I go about creating a camera?

I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS).

So what is need for a camera?

UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices.

I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me.

Can anyone point me on what am I missing, what I got wrong?

I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.

Thank you for readin, a frustrated coder.

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