Handling cameras in a large scale game engine
        Posted  
        
            by 
                Hannesh
            
        on Game Development
        
        See other posts from Game Development
        
            or by Hannesh
        
        
        
        Published on 2011-02-20T00:26:36Z
        Indexed on 
            2011/02/20
            7:33 UTC
        
        
        Read the original article
        Hit count: 337
        
What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it?
The methods I can think of are:
Binding cameras straight to the engine; if someone needs to render something, they bind their own camera to the graphics engine which is in use until another camera is bound.
A camera stack; a small task can push its own camera onto the stack, and pop it off at the end to return to the "main" camera.
Attaching a camera to a shader; Every shader has exactly one camera bound to it, and when the shader is used, that camera is set by the engine when the shader is in use. This allows me to implement a bunch of optimizations on the engine side.
Are there other ways to do it?
© Game Development or respective owner