Linked Questions

4 votes
2 answers
6k views

My goal is to program a camera to point towards the mouse cursor. I attached the following script to the Main Camera. ...
Nick B.'s user avatar
  • 143
2 votes
0 answers
758 views

I read in many sources about using quaternion to avoid gimbal lock but I can't apply this practically in my code, so I have a camera class I want to rotate it with mouse so I have Euler angles Pitch ...
Mohamed's user avatar
  • 141
1 vote
0 answers
471 views

I'm currently developing a 3D game engine in C# using OpenTK. I have basic game objects, and each game object has transform (translation, rotation and scaling). A game object can have components (...
user avatar
0 votes
1 answer
414 views

In my game I'm trying to rotate a turret. I'm using the classic pattern: ...
stighy's user avatar
  • 477
0 votes
1 answer
228 views

Code: ...
coder_86's user avatar
  • 175
0 votes
1 answer
300 views

This is not in regard to a video game, but to a 3D model viewer someone else created and I am modifying. I would like to implement first-person -style mouse and keyboard controls in the viewer, so ...
posfan12's user avatar
  • 258
0 votes
0 answers
52 views

I have fragment of code that has to rotate the camera to the direction where my cursor is as below: float yaw = mouseSensitivity.x * Input.GetAxis("Mouse X"); float pitch = mouseSensitivity.y * -Input....
tc07's user avatar
  • 455
0 votes
0 answers
38 views

How can I achieve the same object rotation as in this video? I can't figure out how this type of rotation is implemented. Where should I start looking? As far as I understand, after the rotation, the ...
Haslin's user avatar
  • 1
0 votes
0 answers
34 views

So I switched my camera to use quaternions and the first thing I noticed is that things started to 'roll' even though I'm not using any roll values. I looked it up and I found that people suggest that ...
vexe's user avatar
  • 342
18 votes
4 answers
13k views

I am using an FPS-like camera, and it uses quaternions. But, whenever I try looking up and then sideways, it tilts, and sometimes it can turn upside down. How can I fix this?
Aeodyn's user avatar
  • 371
26 votes
2 answers
7k views

I am a Game Developer and did not study Mathematics. So I only want to use Quaternions as a tool. And to be able to work with 3D rotation, it's necessary to use Quaternions (Or Matrixes, but let's ...
OC_RaizW's user avatar
  • 1,480
3 votes
3 answers
11k views

I'm trying to understand Quaternions in relation to rotation and orientation. As an example in learning, I'm trying to rotate a point (e.g. at [0.7071, 0, -0.7071], on the unit sphere) about the line ...
Mark Fisher's user avatar
3 votes
1 answer
6k views

I have a quaternion class implementation, and when I apply this class to my objects all gone right (rotations), but I have a lot of troubles with the camera. I've been searching a lot trying to solved ...
STK Oscar's user avatar
  • 155
2 votes
1 answer
3k views

I want to rotate my model and I have X and Y rotations. Here is my code: ...
harut9's user avatar
  • 157
3 votes
2 answers
3k views

This is the code I use to control my (first person) camera's movement and rotation. Translation successfully keeps orientation in mind, so that up and left and such are always in the expected ...
HypnoGenX's user avatar

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