Uploaded March 2021 | Updated September 2026, 1 hour ago
This was the approach I used to create a positioning system in a racing car game, particularly for one that has a freeform map (i.e. no blockades around the various parts of the track, which complicates the approach we need).
Hope this approach helps you in creating your own solution to this interesting problem!
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming/
github.com/s0lly
patreon.com/s0lly
This was the approach I used to create a positioning system in a racing car game, particularly for one that has a freeform map (i.e. no blockades around the various parts of the track, which complicates the approach we need).
Hope this approach helps you in creating your own solution to this interesting problem!
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming/
github.com/s0lly
patreon.com/s0lly









![2D Game Engine in C++: [3] Camera Rotation / Zooming
This video shows camera rotation and scaling.
The game now simply calls one function to draw sprites, where game objects rotation, scaling, and translation is taken into account as well as camera rotation, zoom, and location.
This should dramatically help coding up a wide array of 2D games, as a good chunk of graphics logic will already be allowed for.
Next, Ill look to draw sprites at different depths, to give a mock 3D effect to the drawing routine.
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [3] Camera Rotation / Zooming](https://i.ytimg.com/vi/oP6FNbgRLHg/mqdefault.jpg)
