Cover Page by Evan Burchard

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Chapter 8. FPS

Before polygons and multiple camera angles informed how modern 3-D games could work, games with raycaster-based rendering such as Doom and the game you build in this chapter provided a convincing pseudo-3D experience. With this first-person perspective, you can invite players to view the world you create through the eyes of a soldier, a secret agent, or someone mostly running away from the undead. With an over-the-shoulder camera, the techniques in this chapter also lend themselves to creating the type of perspective you would need for a racing game or first person RPG.

Recipe: Getting Started with Jaws

In the last chapter, we managed to sneak in a 3-D technique with parallax scrolling background images, which is frequently used ...

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