hey Vlau,

I was able to look at and test the chase camera code from the manual:

var cam_dist[3] = -100,0,100; // xyz distance vector from camera towards the target

function chase_camera(target)
{
my = target; // The target Entity
// calculate the camera view's direction angle to the target
var cam_ang[3]; // direction angle of the camera to the target.
vec_diff(temp,nullvector,cam_dist);
vec_to_angle(cam_ang,temp);
cam_ang.roll = 0; // roll didn't change vec_to_angle

// permanent updating of the camera's position and angle
while (1)
{
// place the camera at the right position to the target
vec_set(camera.x,cam_dist);
vec_rotate(camera.x,my.pan);
vec_add(camera.x,my.x);
// Set the camera angles to the camera view direction
vec_set(camera.pan,cam_ang);
// and rotate it about the target angle
ang_add(camera.pan,my.pan);
wait(1);
}
}


////////////////////////

That code does work, the camera does not flip around its axis when it is immediatly above the target object, but I wouldnt know how to change it so that its not contrained to the pan and tilt values of the chased object.

What do I need to change to make it so that the camera will track another object from the camera's own position, without flipping?

Is this even possible with eulers?