Topic: How does camera projection works?
+Whyever plans are undone then/whyever you are less — 2.8 years ago #63,234
Trying to understand how does a camera projection work from a 2d game engine which has no vector3 solutions in it....
I know that basic projection is X/Z and Y/Z may create screen coordinates... but in the 2d engine i use, the plane is seen top down which is in x,y ... while the Z itself is non existent property
+Anonymous B — 2.8 years ago, 33 minutes later[T] [B] #636,384
@OP
Go learn how to make 3000 things you can sell and kindly fuck off.
Sincerely,
Everyone.
+Anonymous C — 2.8 years ago, 34 minutes later, 1 hour after the original post[T] [B] #636,390
I don't know.
+Anonymous D — 2.8 years ago, 7 hours later, 8 hours after the original post[T] [B] #636,397
Franz translations is how it happens. I did my PhD in Franz translations, 500 pages. If you use the sub-variant translation-B, then you can adjust for a transmodal sub-variant translation-AB, using the rotational effect. Be careful though, it only happens when the first i-node is above the plane of translation. When it's below, it's back to Robert's translations.
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