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I found out about Irrlicht a few days ago and I really love it
so far, however being a beginner in C++, game programming,
and 3D programming as well (and trying to learn all three things
at the same time), I have some problems (btw:
the nice structure of Irrlicht makes it awesome for learning about OOP).
The most important one at the moment is the normal camera.
The FPS camera works of course, but I want to build a 3rd person
camera that flies behind my player model.
I know there are a few threads where people posted solutions, but
to be honest I want to try it alone and just need some basic
information.
What is the normal camera actually doing?
When I used the same code that I had used for movement with the
FPS camera, the normal camera moved very different, and not at all
the way I would have expected.
Basically I just changed the x, y, z coordinates of the camera
when the w a s d keys where pressed, which like I said worked
for the FPS camera.
After putting all coordinates on the screen (camera position,
player position) I was hoping to find out why the camera behaved
the way it did.
By chance I saw the .setTarget function of the normal camera and
figuered maybe the problem is that the camera always points at
a target, which would explain the weird movement of the camera
when I just changed it's coords.
So I put the playernode as the cameras target, and changed the
position of the playernode and camera simultaniously when
a w s d keys are pressed (both every time a key is pressed).
The camera now behaves the way a normal 3rd person cam does,
however there is huge lag/graphic artifacts (whatever it is called)
when I move to the side.
Would be great if anyone could clarify for me how the camera
actually works, thanks alot
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