As you move forward with your learning about graphics in this book, you need to understand how your “scene” (the things rendered in your game) is visualized. Much like a director working on a movie, you are responsible for dictating how your world is visualized. You use a camera to do this, just as a director would. You also explore easier ways to store the objects that make up your worlds. In this chapter, you learn about:
• Controlling the camera in your 3D scenes
• Rendering models
Well, actually, lights and action are described later, but one out of three isn’t a bad start. When people speak about cameras in three-dimensional (3D) games, they rarely speak about a rendered camera, but more the spot in which ...