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Core Techniques and Algorithms in Game Programming by Daniel Sánchez-Crespo Dalmau

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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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