Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Steve Spiller" Newsgroups: scea.yaroze.programming.3d_graphics Subject: 3D "How-To" Q's Date: Wed, 8 Jul 1998 15:22:12 -0700 Organization: SCEA News Server Lines: 34 Message-ID: <6o0qvi$7mk11@scea> NNTP-Posting-Host: gateway.connext.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Hello all, Let me introduce myself, since I'm a fairly new member of the Yaroze community. I'm a developer specialized in Windows COM-based distributed systems and ActiveX controls, so please forgive me my handicap while I ask the following questions. This is my first foray into 3D programming and my first real effort at designing games. First of all, Camera Movement. I'm working on a 3/4 view 3rd person game and was wondering how camera movement is usually handled. Do you keep the world static and move the camera through it, do you setup a game object (player) to be the parent of the camera so it moves around with it, or do you move the world around the camera? Looking through tons of doc and code from the SCEA/SCEE sites, I'm still confused on this issue. :) Second, 3D Object Animation. If I'm trying to animate a humanoid character, what's the best/easiest way? Should I have models for each of the different positions, create seperate models for each jointed segment and setup an object hierarchy where I can just rotate the "limbs", or create a single object and modify verticies directly (if that can be done)? I'm not exactly looking for exact answers here. I'd like to see opinions and ideas on these subjects and any other game engine design issues. Most of the docs I've found are great at explaining the how-to's of the techinal stuff (Pete Passmore's 3D tutorial, James Russell's Vector and Matrices tutorial) which is most excellent, but I haven't found much on how this stuff is used in relation to game engine design. Thank you, Steve