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Real-Time Cameras, by Mark Haigh-Hutchinson
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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.
- Sales Rank: #1580609 in Books
- Published on: 2009-04-14
- Original language: English
- Number of items: 1
- Dimensions: 10.25" h x 8.00" w x 1.50" l, 2.35 pounds
- Binding: Hardcover
- 540 pages
About the Author
Mark Haigh-Hutchinson is a senior software engineer at Retro Studios Inc., based in Austin, Texas. He has designed and programmed video games professionally since 1984 and as a hobby since 1979. He has contributed to over 40 published games in roles as varied as programmer, designer, and project leader. Some of the more notable titles he has worked on include several Star Wars games: Rogue Squadron, Episode 1: Racer, Shadows of the Empire, and Rebel Assault, as well as other games such as Zombies Ate My Neighbors and The Secret of Monkey Island 2. Most recently Mark was responsible for the camera systems and player control in the award winning Metroid Prime and its sequel Metroid Prime 2: Echoes.
Most helpful customer reviews
3 of 3 people found the following review helpful.
Best treatment on the subject of camera.
By Catherine Denvers
This book has been a pleasure to read. It covers all the topics that could possibly be required to implement a AAA quality camera
in your game. Clear and easy to follow writing style.
1 of 2 people found the following review helpful.
Very superficial
By Caio Cintra Sabino
Doesn't take real programming camera problems, just give obvious descriptions of how some camera systems works. If you are looking for a game programming camera problems solving you won't find a solution here.
2 of 4 people found the following review helpful.
poor style, poor content...
By Maciej ChaĆapuk
First of all - poor style - author managed to use the same word in multiple meanings within one sentence. Punctuation errors everywhere.
Repetitions, repetitions, repetitions... The same words, the same phrases, the same sentences throughout the book. What was most annoying for me - paragraphs with the same content, one after another!
Author clearly knows the topic, but he lacks any writing skills. Most of the contents of this book can be summarized into one sentence: Care must be taken when dealing with design and implementation of camera system.
First 1/3 of the book contains high-level overview of all camera-related topics with a promise for more in next chapters. Next 1/3 is more detailed overview of the same information. Last 1/3 is real content. So you get the same content 3 times.
Definitely not worth the price (it should cost 10-15 dollars).
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