Real-time cameras : a guide for game designers and developers
Author(s)
Bibliographic Information
Real-time cameras : a guide for game designers and developers
Morgan Kaufmann , Elsevier Science [distributor], c2009
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Description and Table of Contents
Description
The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great one. The challenge in games is that the camera must respond to unscripted events, and this is where much of the difficulty of designing real-time camera systems arises. The increasing use of motion in virtual environments, marked by the inclusion of physics modeling and complex collision detection systems, means that camera systems must be even more effective to keep up. Real-Time Cameras is written by an experienced game developer who has written camera control systems for award-winning games such as Metroid Prime. Mark Haigh-Hutchinson discusses the key algorithms for camera control and then shows how to implement them in code. This book is written for game developers and designers, although it is also pertinent to other professionals in the interactive media field. Real-Time Cameras presents a practical approach to camera systems, introducing their theory, design, and implementation.
Table of Contents
- Introduction
- Who should read this book?
- How to read this book
- Part One: Core Concepts
- Game Overview
- Camera Fundamentals
- Cinematography
- Part Two: Design Principles
- Camera Design
- Camera Solutions
- Camera Scripting
- Part Three: Camera Engineering
- Position and Orientation
- Navigation and Occlusion
- Motion and Collision
- Camera Mathematics
- Implementation
by "Nielsen BookData"