SimonDev | Building a Simple First Person Camera @simondev758 | Uploaded 2 years ago | Updated 3 hours ago
We'll build an FPS controller in three.js, and add some tips & tricks to make it feel natural.
Support me on:
Patreon: https://www.patreon.com/simondevyt
Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/
Github: https://github.com/simondevyoutube/
GKJohnson's Github:
https://github.com/gkjohnson/threejs-sandbox
We'll walk through some of the basic ideas behind a first person or FPS controller, including the basic math that gets it going as well as some more subtle tricks like head bobbing and focus locking to make it feel more natural and smooth.
What we'll cover:
* Three.js FirstPersonControls, how to use these in a project
* Using Quaternions and Vector translations to create simple first person camera movement
* Using sin waves and focus locking to improve the overall feeling and give it a more organic experience.
Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it.
We'll build an FPS controller in three.js, and add some tips & tricks to make it feel natural.
Support me on:
Patreon: https://www.patreon.com/simondevyt
Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/
Github: https://github.com/simondevyoutube/
GKJohnson's Github:
https://github.com/gkjohnson/threejs-sandbox
We'll walk through some of the basic ideas behind a first person or FPS controller, including the basic math that gets it going as well as some more subtle tricks like head bobbing and focus locking to make it feel more natural and smooth.
What we'll cover:
* Three.js FirstPersonControls, how to use these in a project
* Using Quaternions and Vector translations to create simple first person camera movement
* Using sin waves and focus locking to improve the overall feeling and give it a more organic experience.
Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it.