A talk about create Camera for video game specialy in 3d
learn and formalize cinematography to teach it to the software. That’s called Gamatography
the need to cover all angle
Choose the camera depending on your possibility and time
Create a camera that work with the gameplay and the level design they need to be complementary
Using global coordinates or quaternions to persist the camera state
Try to think the camera a something like an eyes gravting around the player
Understand that player/coder are note the same player thinks in euler terms
<aside> ⚠️ gimbal lock ( the fact that depending on heritage the rotation can no longer have 3 axis )
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Camera is 7 number ( yaw, pich, optionally roll, distance from pivot, lateral and vertical offsets for framing, fields-of-view )
Keeping a line-of sight,
Allow obstacles to break line-of sigh
Pushing away from an obstacles, while the player is trying to swing toward it
Letting indepednance forces compete to push the camera
Keeping narrow collumns from breaking line-of-sight
Lettting the camera intersect narrow columns
Interpreting a hill as a wall to be avoided
Swinging sideways when occluders come from behind