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Game maker studio 3d tutorial
Game maker studio 3d tutorial




game maker studio 3d tutorial

Alternatively, you can also do this in a game controller/manager object, if you already have one. If your camera view is set up through code, make sure that it is set up before you run the code below.Ī simple 2D game - without anything “3D”įor managing the 3D camera, we’re gonna use a separate “ oCamera” object. A camera view following an object, which can easily be set up in the Room Properties.Ī.Additionally, you can use the padlock button next to the layer depth, to set a custom depth value. IMPLEMENTATIONīefore starting the implementation, make sure you have these things ready inside your room: Note : When using a perspective camera, tiled background layers do not work and so you need to handle such tiling manually. Anything drawn outside of this z range, whether it’s too close to the camera, or too far away, will not be rendered. And then we pass in the ZNear and ZFar values. So we pass in the field of view of the camera, and the aspect ratio that it needs to maintain. Our projection matrix will be set up using the function “ matrix_build_projection_perspective_fov”: var _projMat = matrix_build_projection_perspective_fov(70, 16/9, 3, 30000) įor the projection matrix, these are the arguments, in order: FOV, Aspect Ratio, ZNear, ZFar So to set the UP vector on the y axis, we set the UP vector to “0, 1, 0” (again: x, y, z). It’s basically the camera asking you: “which direction is up?”Īlthough we are setting up a 3D world, we still want it to retain the old 2D view, where x represents left-to-right movement and y represents up-to-down movement. Then, the arguments “ look_x, look_y, look_z” represent the 3D point where the camera is looking.Īnd finally, the last three arguments “0, 1, 0” (in order: x, y, z) represent the “UP” vector of the camera. The arguments “ cam_x, cam_y, cam_z” represent the 3D position of the camera. The function name itself explains how it works: it lets you “look at” a point in 3D space, from another point. The view matrix can be set up using the function “ matrix_build_lookat”: var _viewMat = matrix_build_lookat(cam_x, cam_y, cam_z, look_x, look_y, look_z, 0, 1, 0) The projection matrix defines how the world is rendered for example, whether the view is orthographic or perspective, what the field of view is, etc. The view matrix defines where the camera is, and where it’s looking. Using a 3D camera in GML mainly consists of setting up a projection matrix and a view matrix. This means that we only need to set up our 3D camera properly, and the rest will be handled by the layer system! 3D CAMERAS What’s interesting about this, is that the depth value actually corresponds to the “z” value in 3D space! So the third dimension, z, would be the distance of a layer from the camera. Three visible layers with depths 0, 100 and 200






Game maker studio 3d tutorial