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 i
Real Time Cameras. A Guide for Game Designers and Developers
β Scribed by Mark Haigh-Hutchinson (Auth.)
- Publisher
- Morgan Kaufmann
- Year
- 2009
- Tongue
- English
- Leaves
- 502
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Table of Contents
Content:
Copyright, Page iv
Foreword, Pages xv-xvii
Preface, Page xix
Acknowledgements, Page xxi
About the author, Page xxiii
Introduction, Pages xxv-xxxi
Part 1 - Core Concepts, Page 1
Chapter 1 - Game overview, Pages 3-19
Chapter 2 - Camera fundamentals, Pages 21-74
Chapter 3 - Cinematography, Pages 75-102
Part 2 - Design Principles, Page 103
Chapter 4 - Camera design, Pages 105-137
Chapter 5 - Camera solutions, Pages 139-177
Chapter 6 - Camera scripting, Pages 179-212
Part 3 - Camera Engineering, Page 213
Chapter 7 - Position and orientation, Pages 215-277
Chapter 8 - Navigation and occlusion, Pages 279-312
Chapter 9 - Motion and collision, Pages 313-364
Chapter 10 - Camera mathematics, Pages 365-425
Chapter 11 - Implementation, Pages 427-460
Appendix A - Glossary, Pages 461-468
Appendix B - Extras, Pages 469-472
References and Bibliography, Pages 473-475
Index, Pages 477-497
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