First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this.
So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably
I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it.
I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it.
How in the world would I go about creating a camera?
I have seen so many camera examples and still can't make one that works as expected.
I would like to implement diferent types too (Orbital, 6DoF, FPS).
So what is need for a camera?
UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices.
I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point.
The concepts are there, now implementing this is not trivial for me.
Can anyone point me on what am I missing, what I got wrong?
I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.
Thank you for readin,
a frustrated coder.