Chapter 7. Creating a third-person 3D game: player movement and animation

This chapter covers

  • Adding real-time shadows to the scene
  • Making the camera orbit around its target
  • Changing rotation smoothly using the Lerp algorithm
  • Handling ground detection for jumping, ledges, and slopes
  • Applying and controlling animation for a lifelike character

In this chapter you’ll create another 3D game, but this time you’ll be working in a new game genre. If you think back to chapter 2, you built a movement demo for a first-person game. Now you’re going to write another movement demo, but this time it’ll involve third-person movement. The most important difference is the placement of the camera relative to the player: a player sees through their character’s ...

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