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Questions tagged [perspective]

An approximate representation, on a flat surface, of an image as it is seen by the eye.

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Observer peers through window into 3D world (in this case three-dimensional Euclidean space). Using analogy of window for simplicity, observer perceives a 2D image from their PoV. A static, 2D ...
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Observer peers through window into 3D world (in this case three-dimensional Euclidean space). Using analogy of window for simplicity, observer perceives a 2D image from their PoV. A static, 2D ...
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I can't figure out how to turn my POV in Roblox Studio like in regular Roblox. Instead, I get stuck facing the same side, which makes it very hard to make my games. Is there some code I have to add or ...
onon's user avatar
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In pixel art, how can I construct the diagonal directions for this cuboid? The goal is to create an 8 directional turnaround for a 2D top-down game. I am using the 3/4 rpg view, made popular through ...
Ben's user avatar
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I'm making a space game using Godot 4, and I need to capture the "hugeness" of planets. I figured I'd use spheres with textures on them for planets. The textures have identifiable ...
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I'm trying to set up perspective projection in OpenGL but it doesn't work ...
DDD's user avatar
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What do you call a 2D game where its view is directly from above looking down? Does the art style have a similar name? (Ie isometric is a art style, but not the art style name I am after.) When I use &...
Rewind's user avatar
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I have a 3D scene with a camera. Between the camera and the scene, I have a plane with arbitrary orientation. This plane obscures a portion of the scene from the camera’s perspective (anything behind ...
John's user avatar
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I am making a 2D point and click game, just for fun. I want to create some sense of perspective, so I am trying to change the scale of the player as he travels along the Y axis. Obviously, the speed ...
Carlos M's user avatar
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I'm building my own engine using python and pygame however my cube model is not able to be displayed correctly. This is my result after applying translation, scaling and projection matrices: ...
Zoler1337's user avatar
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I've made a cube in the corner of my screen always face forward: transform.rotation = Quaternion.LookRotation(Vector3.forward); If I hold my iPad upright, in ...
jasmine zhao's user avatar
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I was sent here by softwareengineering.stackexchange.com. I am writing a WinForms .NET application using C#. I use SkiaSharp for drawing for performance reasons. I can already create a cuboid, rotate ...
Birger's user avatar
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I've just started making a RPG and I'm thinking about putting 2 kind of "genre" perspective, like having a Top-Down gameplay for the entire storyline and putting a 2D fighter for the battle ...
shigukk's user avatar
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We know real world images are 3D.when we projects image from real world this image projects into 2D image where Z component is constant or zero. But when capture the below image which seems to 3D(z ...
S. M.'s user avatar
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I'm trying to calculate shadows by projecting the silhouette of each object seen by the light source. (The shadows are just going to go on planes.) To get each silhouette I take a snapshot from the ...
pointlightperspective's user avatar
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I've been trying to figure out the math behind perspective matrix for 2 weeks now but I'm failing badly. I understand the theory behind the perspective matrix but I am not sure how the math works. The ...
user438454534's user avatar
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So i'm making a 2D top down game setup in 3D using tilted Sprites and angled orthographic camera. My camera setup is as shown. In my game I have the floor flat on the X/Z plane with walls/characters ...
Anshul V. Kumar's user avatar
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My projection matrix was buggy, I'm not great at mathematics, but I checked it against the the songho tutorial, and the broken one seems correct to me but switching nearplane to farplane seems to ...
eternalNoob's user avatar
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This morning I've seen the following animation on Twitter. It is a kind of Möbius strip effect. It's cool! Isn't it? So I've decided to build something similar using Unity, just for fun. I want to ...
sgmonda's user avatar
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I created two animations that consist of spheres moving in a perspective projected 3D space, which means that the size and speed of the spheres vary with the distance: they increase when they are ...
Kathia's user avatar
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I have a plane that can get its scale changed during the game, and I want to make the camera view it completely every time the plane has its scale changed. The only camera is set to perspective ...
silviubogan's user avatar
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watching Ken Joy's Computer Graphics lectures on youtube. One thing I'm confused about is after he gets the cube from the camera space to clip space, from my calculations the cube doesn't look like ...
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I want my 2D game to be playable (auto scale) in all screen resolution. I'm using Cinemachine & under "perspective" mode. I found tutorial to change the screen in "orthographic" mode but there is ...
Min's user avatar
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How can I achieve Streets of Rage type of perspective in UE4? By that, I mean having a 2D character that walks "into" the screen, but the character doesn't get smaller or angled in any way. Is there a ...
lilKriT's user avatar
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I understand about camera's and projections etc, such that we have distortion and zooming when at the sides of the screen (exacerbated on 21:9 monitors), however a few years ago, in a Unity forum ...
iOSProgrammingIsFun's user avatar
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In rendering tutorials for perspective projection the assumption is that the rendering surface is perpendicular to the sight line. As shown here: How to accommodate for a screen that is tilted ...
JeffV's user avatar
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I have a scene where I have a terrain as a PlaneGeometry. And I'm trying to locate a building on it as Sprite. But I'm not able to put that building/sprite centered on the terrain without getting a ...
Enzo's user avatar
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When researching perspective projections on the web, I've come across two different representations. One is unrelated to OpenGL and the other is strictly associated with it. What is the relation of ...
P. Lance's user avatar
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My team is currently developing a 3D Sidescroller game and we encountered some issues regarding the whole in-game perspective of the levels. The levels are composed of 3D modeled corridors which are ...
AleksandarG.'s user avatar
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Using DX11, SimpleMath I am building a isometric game like Diablo 3 in 3D and I want to use a perspective camera that emulates their top down view. Projection Matrix: ...
Chris's user avatar
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Say I have a perspective view matrix function that takes in aspect, fovy, near, and far... Transforming the view into a frustum. Typical OpenGL stuff, right. But say then, that I would like to find ...
Whiteclaws's user avatar
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I have few prefabs with sprites which I want to assign to different sorting layers. How can I do it? I am also wondering if sorting layers matter if I use a perspective camera. Do they?
Random generalist's user avatar
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2 answers
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I programmed a cube in java and calculated the x y and z position for it's rotation on the x,y and z axis but I'm finding it hard to display the z axis i've been trying to change the distance of the ...
ENR813's user avatar
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I'm trying to simulate a real camera's perspective projection of straight, parallel lines running along the ground (one-point perspective) by mapping the real-world 3D coordinates of the lines to 2D ...
John M.'s user avatar
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2 answers
2k views

By the "scene view camera" I don't mean a GameObject with a Camera component, I mean the camera used to draw the Scene ...
max pleaner's user avatar
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1 answer
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When does OpenGL divide by W? Is this done automatically within the vertex shader? It is my understanding that the vertex shader outputs the final vertex position, so I presume no transformations can ...
Edward's user avatar
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I am creating a Top-View 2D game. However, the only way i can get a good view of the objects, such as houses, trees, is to make the game in orthographic view. The same way games such as Pokemon games ...
Mr. Leeds's user avatar
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I've noted that if in the perspective camera I put near plane to a low number like 0.000001 and far plane to 1000 my render has ...
nkint's user avatar
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I am trying to convert a 3d point into a 2d point using a perspective projection. I'm new to OpenGL and may not have fully understood how this works. How exactly do I calculate the near and far values?...
Kirit Thadaka's user avatar
1 vote
1 answer
727 views

I'm quite sure that I'm missing something very simple here, but I'm a complete Unity noob and I absolutely can't figure out what I'm seeing. I'm trying to light a sphere from both sides, ...
Nerrolken's user avatar
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I'm not sure distortion is the right way to describe this. I've uploaded a video to show you guys. Apologies if it's long, but I wanted to show the code as well as posting it here. https://youtu.be/...
vexe's user avatar
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I have a quad in 3D space (a billboard in the real-world sense) that I want to move close to the camera so the user can inspect it. The quad is defined by the 3D coordinates of its four corners. To ...
Roy T.'s user avatar
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3 answers
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I am trying to combine a perspective camera with a box2D world using libgdx and I am having some problems getting the two to synch up. I want to do this so I can use 3D models but keep the game in a ...
Andreas Toresäter's user avatar
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I am creating an editor where I have "grabhandles" that can be dragged to transform a primitive object. My problem is that I can't find the correct solution to show these grabhandles in a perspective ...
Wilds's user avatar
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I am building a addon component that will show synthesized 3D view of the world (kind of FLIR camera simulation). The problem I am facing is that currently I am using Symmetric Perspective View with ...
Zbychus's user avatar
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2 answers
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So I'm learning how to make games and program, and while trying to setup a projection camera using GLM in GFLW, this line of code refuses to work and I can't figuire out why. The code is in the image ...
Alalayo's user avatar
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I'm using LibGDX and I'm trying to implement a FPS camera into my game. I'm not using the FirstPersonCameraController for multiple reasons: I don't want to touch to roll (only yaw and pitch), with ...
Winter's user avatar
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I want my 2D sprite to become bigger when moving down the screen (closer to the camera), smaller when walking away and to maintain the same size when moving left or right. The scaling along the y ...
SBLux's user avatar
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3 votes
1 answer
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I'm trying to troubleshoot a problem with my simple OpenGL test program, which I've written in C. I've written some math routines to do the matrix manipulation, but even after copying known working ...
Brian's user avatar
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1 vote
1 answer
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Pretty simple and common problem here. The world I'm designing is fully explorable, no invisible walls or tricks. It's presented as a single seamless area, a School complex with 9 buildings, some of ...
hedgehog90's user avatar