using sine and cosine (wich take radians.. not degrees :D) to calculate your position..

and yes, leave your target unchanged, of course.. :D

Please log in or register to post a reply.

using sine and cosine (wich take radians.. not degrees :D) to calculate your position..

and yes, leave your target unchanged, of course.. :D

hm..

xdistfrommidpoint = radius * sinf(rotation);

ydistfrommidpoint = 0;

zdistfrommidpoint = radius * cosf(rotation);

cameraxpos = xdistfrommidpoint + midpointx;

cameraypos = ydistfrommidpoint + midpointy;

camerazpos = zdistfrommidpoint + midpointz;

and voilà, you have your camerapos, and your target (midpoint)..

hope that inspires you..

oh, and math is the most important thing in graphics, quick! catch up! vector math all the way! its not much actually..

Our graphic-programmer forebears would laugh. The advent of the device-independant graphics API has stolen away our knowledge of simple 3D math. :lol:

I remember the day I was squeezing every processor tick out of my 3D routines. All for not I guess…

jesse, i like your sign

and yeah.. todays apis allow you to “forget about 3d”.. but just to render some cubes or so.. at the first point after THAT, you’ll learn that you need to understand math anyways..

and once you do, the world is so much simpler…

- Upcoming Multiplatform Game Program...
- Our first game - looking for feedbacks
- Network Emulation Tool
- Trouble with accessing GLSL array
- Fiction
- Game Programming Patterns: Bytecode
- Interactive WebGL Water Demo
- Skeletal Animation Tutorial with GP...
- Unreal Engine 4
- Microsoft xbox one selling poorly

I want to move the camera following a circle around a point. Im using gluLookAt, so I know that I only have to change the first vector (the position of the camera) and leave the target unmodified. Can somebody suggest me an idea?