Chapter 16. Cinematography
“Movies should start with an earthquake, and keep on growing in action.” | ||
--Cecil B De Mille |
KEY TOPICS
First-Person Shooters
Handling Inertia
Flight Simulators and Quaternions
Third-Person Cameras
Cinematic Cameras: Camera Styles
Cinematic Cameras: Placement Algorithms
Agent-Based Approaches
In Closing
Old-school games were little more than a few sprites painted onscreen with some bleeps pumping through the speakers. But as technology has evolved and our craft has become more sophisticated, attention to detail has increased as well. Today, games involve millions of polygons, visual and audio effects not so different from those used in movies, and strong cinematographic production values. Placing the camera and illuminating the ...
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